Pub Date : 2017-10-01DOI: 10.1109/ICSITECH.2017.8257079
R. A. Sukamto, Munir, S. Handoko
This research concerns about classroom learners mood detection in learning process which is believed to be an important thing to increase learning process effectiveness. Convolutional Neural Network (CNN), a branch of deep learning architectures and a part of Machine Learning, was used as a method in this research. The experiments were conducted through several stages such as face detection, image improvement and model formation. There are 660 images used as training data and the classification process result showed a good result. The accuracy average result was considered as a good result by using 4 layers of CNN i.e. 2 convolutional layers and 2 subsampling layers. Based on the experiments result, the system needs to be developed further by adding more specific data class and training data.
{"title":"Learners mood detection using Convolutional Neural Network (CNN)","authors":"R. A. Sukamto, Munir, S. Handoko","doi":"10.1109/ICSITECH.2017.8257079","DOIUrl":"https://doi.org/10.1109/ICSITECH.2017.8257079","url":null,"abstract":"This research concerns about classroom learners mood detection in learning process which is believed to be an important thing to increase learning process effectiveness. Convolutional Neural Network (CNN), a branch of deep learning architectures and a part of Machine Learning, was used as a method in this research. The experiments were conducted through several stages such as face detection, image improvement and model formation. There are 660 images used as training data and the classification process result showed a good result. The accuracy average result was considered as a good result by using 4 layers of CNN i.e. 2 convolutional layers and 2 subsampling layers. Based on the experiments result, the system needs to be developed further by adding more specific data class and training data.","PeriodicalId":165045,"journal":{"name":"2017 3rd International Conference on Science in Information Technology (ICSITech)","volume":"46 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2017-10-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"116432280","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 : 2017-10-01DOI: 10.1109/ICSITECH.2017.8257185
Indryani Astuti, H. Sutarno, Rasim
Disease diagnosis usually is done by a doctor; however, the number of doctors is still far from ideal condition. Expert systems are becoming a solution and have been widely used for disease diagnosis. This paper proposes an expert system using forward chaining and certainty factor to diagnose symptoms of digestive tract diseases in children. The expert system is designed to be web-based so that it can be used by more people. Method of forward chaining is used for the search direction, while the method of certainty factor is used to provide confidence in a result. Testing is done by comparing the results of system diagnosis with expert diagnosis. The results showed that this system has an accuracy of 100% with confidence value of 80,5%. The results suggest that it can be used to diagnose digestive tract diseases in children.
{"title":"The expert system of children's digestive tract diseases diagnostic using combination of forward chaining and certainty factor methods","authors":"Indryani Astuti, H. Sutarno, Rasim","doi":"10.1109/ICSITECH.2017.8257185","DOIUrl":"https://doi.org/10.1109/ICSITECH.2017.8257185","url":null,"abstract":"Disease diagnosis usually is done by a doctor; however, the number of doctors is still far from ideal condition. Expert systems are becoming a solution and have been widely used for disease diagnosis. This paper proposes an expert system using forward chaining and certainty factor to diagnose symptoms of digestive tract diseases in children. The expert system is designed to be web-based so that it can be used by more people. Method of forward chaining is used for the search direction, while the method of certainty factor is used to provide confidence in a result. Testing is done by comparing the results of system diagnosis with expert diagnosis. The results showed that this system has an accuracy of 100% with confidence value of 80,5%. The results suggest that it can be used to diagnose digestive tract diseases in children.","PeriodicalId":165045,"journal":{"name":"2017 3rd International Conference on Science in Information Technology (ICSITech)","volume":"1 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2017-10-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"124410822","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 : 2017-10-01DOI: 10.1109/ICSITECH.2017.8257155
N. S. Fitriasari, Syifa Afifah Fitriani, R. A. Sukamto
Weighted Product (WP) and Technique for Order Preference by Similarity to Ideal Solution (TOPSIS) are two methods widely used to assist in making decision. As research on the comparison of both methods seems to have not been extensive, this study aims to compare the two methods by looking at their complexity and accuracy. The measurement of their complexity was carried out by using Cyclomatic Complexity and their accuracy was calculated based on the error rate obtained. The results show that although TOPSIS method has a higher level of complexity, which is 8 compared to 5 of WP method, TOPSIS has a higher accuracy rate of 73% compared to WP's 67%. Hence, TOPSIS method is better.
{"title":"Comparison of weighted product method and technique for order preference by similarity to ideal solution method: Complexity and accuracy","authors":"N. S. Fitriasari, Syifa Afifah Fitriani, R. A. Sukamto","doi":"10.1109/ICSITECH.2017.8257155","DOIUrl":"https://doi.org/10.1109/ICSITECH.2017.8257155","url":null,"abstract":"Weighted Product (WP) and Technique for Order Preference by Similarity to Ideal Solution (TOPSIS) are two methods widely used to assist in making decision. As research on the comparison of both methods seems to have not been extensive, this study aims to compare the two methods by looking at their complexity and accuracy. The measurement of their complexity was carried out by using Cyclomatic Complexity and their accuracy was calculated based on the error rate obtained. The results show that although TOPSIS method has a higher level of complexity, which is 8 compared to 5 of WP method, TOPSIS has a higher accuracy rate of 73% compared to WP's 67%. Hence, TOPSIS method is better.","PeriodicalId":165045,"journal":{"name":"2017 3rd International Conference on Science in Information Technology (ICSITech)","volume":"1 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2017-10-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"128962973","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 : 2017-10-01DOI: 10.1109/ICSITECH.2017.8257146
Hanif-ur-Rehman, Hemant Kumar Bamma, S. Nazir, Sara Shahzad, Thomas Hodosi
Application maintenance services consume a high amount of time and resources every year. More than half of information technology's budget is spent on maintenance of services. The companies outsource application maintenance services in order to reduce cost of maintenance. Vendors provide application maintenance services by selecting the most suitable delivery model from the available options such as onshore, nearshore, offshore and blended models. A service provider does not have a model that helps in selecting the right delivery model. Currently, the best practice of the industry for model selection is based on the experience and skills set of the team or individuals involved in the decision-making process. In this paper, we propose a sourcing model for making outsourcing decision of application maintenance services based on the Analytic Hierarchy Process. The proposed model helps the decision makers in the selection of most suitable delivery model by determining the ranking of alternatives and identifying the preferred alternative. The model is mainly based on the identified set of important parameters that affect sourcing decision in the global delivery perspective. These parameters were identified during the research work at Stockholm University, Sweden and IBM Sweden. The proposed model is tested and validated with the application maintenance service experts' values at IBM Sweden.
{"title":"A sourcing decision model for application maintenance services","authors":"Hanif-ur-Rehman, Hemant Kumar Bamma, S. Nazir, Sara Shahzad, Thomas Hodosi","doi":"10.1109/ICSITECH.2017.8257146","DOIUrl":"https://doi.org/10.1109/ICSITECH.2017.8257146","url":null,"abstract":"Application maintenance services consume a high amount of time and resources every year. More than half of information technology's budget is spent on maintenance of services. The companies outsource application maintenance services in order to reduce cost of maintenance. Vendors provide application maintenance services by selecting the most suitable delivery model from the available options such as onshore, nearshore, offshore and blended models. A service provider does not have a model that helps in selecting the right delivery model. Currently, the best practice of the industry for model selection is based on the experience and skills set of the team or individuals involved in the decision-making process. In this paper, we propose a sourcing model for making outsourcing decision of application maintenance services based on the Analytic Hierarchy Process. The proposed model helps the decision makers in the selection of most suitable delivery model by determining the ranking of alternatives and identifying the preferred alternative. The model is mainly based on the identified set of important parameters that affect sourcing decision in the global delivery perspective. These parameters were identified during the research work at Stockholm University, Sweden and IBM Sweden. The proposed model is tested and validated with the application maintenance service experts' values at IBM Sweden.","PeriodicalId":165045,"journal":{"name":"2017 3rd International Conference on Science in Information Technology (ICSITech)","volume":"27 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2017-10-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"129093896","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 : 2017-10-01DOI: 10.1109/ICSITECH.2017.8257195
A. J. Suali, S. Fauzi, W. Sobri, M. Nasir
Complex projects require involvement from many experts to fulfill the requirements. Complexity arises as working in distributed projects indeed requires expertise to overcome the gaps. Coordination among developers increases the likelihood of delivering high quality software. However, working in isolation impedes coordination and causes issues during development. Coordination issues impact the software quality in software engineering projects. This paper aims to investigate issues relating to coordination and its impact on software quality in software engineering projects. Systematic Literature Review (SLR) is applied to perform this study. Among the coordination issues uncovered are language barriers, intercultural, inefficient communication, lack of trust, lack of project flow understanding, different time zones, dependency issues, strategic issues, knowledge management, geographical distance, awareness, and organizational boundaries. As for the finding of this study, all these obstacles significantly impact software quality.
{"title":"Developers' coordination issues and its impact on software quality: A systematic review","authors":"A. J. Suali, S. Fauzi, W. Sobri, M. Nasir","doi":"10.1109/ICSITECH.2017.8257195","DOIUrl":"https://doi.org/10.1109/ICSITECH.2017.8257195","url":null,"abstract":"Complex projects require involvement from many experts to fulfill the requirements. Complexity arises as working in distributed projects indeed requires expertise to overcome the gaps. Coordination among developers increases the likelihood of delivering high quality software. However, working in isolation impedes coordination and causes issues during development. Coordination issues impact the software quality in software engineering projects. This paper aims to investigate issues relating to coordination and its impact on software quality in software engineering projects. Systematic Literature Review (SLR) is applied to perform this study. Among the coordination issues uncovered are language barriers, intercultural, inefficient communication, lack of trust, lack of project flow understanding, different time zones, dependency issues, strategic issues, knowledge management, geographical distance, awareness, and organizational boundaries. As for the finding of this study, all these obstacles significantly impact software quality.","PeriodicalId":165045,"journal":{"name":"2017 3rd International Conference on Science in Information Technology (ICSITech)","volume":"88 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2017-10-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"127308893","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 : 2017-10-01DOI: 10.1109/ICSITECH.2017.8257130
Dimas Restu Hidayanto, Munir, E. F. Rahman, J. Kusnendar
The study aims to find out how to design and build adventure game-based multimedia learning with ADDIE models and its influence on students' understanding of basic programming in Vocational High School. The method used is pre-experimental design by having each one group of pre-test and post-test design. The samples were 36 10th grade students of Computer and Information Technology in the subject of Software Engineering. The study used test instruments of pre-test and post-test questions and non-test instrument in the form of a questionnaire. The findings showed that: (1) students' understanding has increased and is categorized medium, proven by the gain test result score 0.591 towards the pre-test and post-test, (2) students' evaluation on adventure game-based multimedia learning was excellent, by having the percentage in the aspects of software at 87.96%, learning at 88.10%, and visual communication at 83.61%. The overall average is 86.56%.
{"title":"The application of ADDIE model in developing adventure game-based multimedia learning to improve students' understanding of basic programming","authors":"Dimas Restu Hidayanto, Munir, E. F. Rahman, J. Kusnendar","doi":"10.1109/ICSITECH.2017.8257130","DOIUrl":"https://doi.org/10.1109/ICSITECH.2017.8257130","url":null,"abstract":"The study aims to find out how to design and build adventure game-based multimedia learning with ADDIE models and its influence on students' understanding of basic programming in Vocational High School. The method used is pre-experimental design by having each one group of pre-test and post-test design. The samples were 36 10th grade students of Computer and Information Technology in the subject of Software Engineering. The study used test instruments of pre-test and post-test questions and non-test instrument in the form of a questionnaire. The findings showed that: (1) students' understanding has increased and is categorized medium, proven by the gain test result score 0.591 towards the pre-test and post-test, (2) students' evaluation on adventure game-based multimedia learning was excellent, by having the percentage in the aspects of software at 87.96%, learning at 88.10%, and visual communication at 83.61%. The overall average is 86.56%.","PeriodicalId":165045,"journal":{"name":"2017 3rd International Conference on Science in Information Technology (ICSITech)","volume":"102 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2017-10-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"133551956","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 : 2017-10-01DOI: 10.1109/ICSITECH.2017.8257182
Mohammad Arif Rasyidi
Attendance is one of the many ways organizations use to evaluate the performance of their employees. In this study, we present the analysis of university employee attendance log to understand employee behavior before developing an attendance information system as well as to gain insight on policy refinement. Process mining technique is used to aid the analysis. From the analysis, we have identified some potential problems that may be encountered when processing the data and formulated several solutions to mitigate them. We also take a closer look on how the employees behave and whether they conform to the university policy. Finally, we have proposed modified prediction methods to address the problem of missed clocks. Our proposed method managed to lower the prediction overestimation rate to around 16% while keeping prediction accuracy within acceptable range.
{"title":"Dissecting university employee attendance log: A case study","authors":"Mohammad Arif Rasyidi","doi":"10.1109/ICSITECH.2017.8257182","DOIUrl":"https://doi.org/10.1109/ICSITECH.2017.8257182","url":null,"abstract":"Attendance is one of the many ways organizations use to evaluate the performance of their employees. In this study, we present the analysis of university employee attendance log to understand employee behavior before developing an attendance information system as well as to gain insight on policy refinement. Process mining technique is used to aid the analysis. From the analysis, we have identified some potential problems that may be encountered when processing the data and formulated several solutions to mitigate them. We also take a closer look on how the employees behave and whether they conform to the university policy. Finally, we have proposed modified prediction methods to address the problem of missed clocks. Our proposed method managed to lower the prediction overestimation rate to around 16% while keeping prediction accuracy within acceptable range.","PeriodicalId":165045,"journal":{"name":"2017 3rd International Conference on Science in Information Technology (ICSITech)","volume":"1 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2017-10-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"116885299","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 : 2017-10-01DOI: 10.1109/ICSITECH.2017.8257138
C. Riana, Munir, Misrina
This research is motivated by the lack of learning interest of student due to the selection of media, which is sometimes does not match with the learners learning style characteristics. This research aims to: 1) Determine the Influences of Video Streaming Media Based on Cloud Mobile Learning in improving the learning interest of students who have Visual learning style. 2) Determine the Influences of Video Streaming Media Based on Cloud Mobile Learning in improving the learning interest of students who have Auditory learning style. 3) Determine the Influences of Video Streaming Media Based on Cloud Mobile Learning in improving the learning interest of students who have kinestetic learning style. 4) Determine which learning style is heavily influenced by the use of Video Streaming Media Based on Cloud Mobile Learning. This research uses a quantitative approach with quasi experimental method. Data collection isdone by observation, and questionnaires. The subjects of this research were college students. The conclusion of the study: 1) Video Streaming Media Based on Cloud Mobile Learning influential on improving students' learning interest who have visual learning style. 2) Video Streaming Media Based on Cloud Mobile Learning influential on improving students' learning interest who have Auditory learning style. 4) Video Streaming Media Based on Cloud Mobile Learning at most affected the learning interest on visual learning style group, the second is auditory learning style, and the latter is kinesthetic learning style. This research can be considered for the development of media and learning activities improvement. In addition, can be useful as a reference for other researchers who want to investigate more deeply and specifically regarding learning interest.
{"title":"The influences of video streaming media based on cloud mobile learning in learning styles (Quasi-Experimental study on television & video media course in education technology department, education University of Indonesia)","authors":"C. Riana, Munir, Misrina","doi":"10.1109/ICSITECH.2017.8257138","DOIUrl":"https://doi.org/10.1109/ICSITECH.2017.8257138","url":null,"abstract":"This research is motivated by the lack of learning interest of student due to the selection of media, which is sometimes does not match with the learners learning style characteristics. This research aims to: 1) Determine the Influences of Video Streaming Media Based on Cloud Mobile Learning in improving the learning interest of students who have Visual learning style. 2) Determine the Influences of Video Streaming Media Based on Cloud Mobile Learning in improving the learning interest of students who have Auditory learning style. 3) Determine the Influences of Video Streaming Media Based on Cloud Mobile Learning in improving the learning interest of students who have kinestetic learning style. 4) Determine which learning style is heavily influenced by the use of Video Streaming Media Based on Cloud Mobile Learning. This research uses a quantitative approach with quasi experimental method. Data collection isdone by observation, and questionnaires. The subjects of this research were college students. The conclusion of the study: 1) Video Streaming Media Based on Cloud Mobile Learning influential on improving students' learning interest who have visual learning style. 2) Video Streaming Media Based on Cloud Mobile Learning influential on improving students' learning interest who have Auditory learning style. 4) Video Streaming Media Based on Cloud Mobile Learning at most affected the learning interest on visual learning style group, the second is auditory learning style, and the latter is kinesthetic learning style. This research can be considered for the development of media and learning activities improvement. In addition, can be useful as a reference for other researchers who want to investigate more deeply and specifically regarding learning interest.","PeriodicalId":165045,"journal":{"name":"2017 3rd International Conference on Science in Information Technology (ICSITech)","volume":"154 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2017-10-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"124417618","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 : 2017-10-01DOI: 10.1109/ICSITECH.2017.8257076
T. Hirashima
Problems are often categorized into two types: ill-structured and well-structured, in the context of education/learning, cognitive science and artificial intelligence. Then, from an educational viewpoint, ill-structured problems are further more important because they are useful to promote a learner to think about learning target deeply and to master computational or logical thinking skills, including metacognition. This paper proposes an additional characterization of problems by using two factors, (1) well/ill-structured domain model and (2) well/ill-structured problem setting. Based on this characterization, “moderately ill-structured problems” are defined as a category of problems specified by “well-structured domain model” and “ill-structured problem setting”. If a problem is set in well-structured domain model, it is possible to realize computer-based monitoring and diagnosis of learner's activities for the problem. If the problem setting is ill-structured, for example, open-ended, a learner is required to engage in the problem as ill-structured one. Therefore, moderately ill-structured problems are promising to realize computer-based intelligent support for solving ill-structured problems, while keeping educational advantages of ill-structured problems. In this paper, a definition of moderately ill-structured problems is described. Then, using the arithmetic word problems as an example of learning target domains, this paper describes (1) well-structured domain model of arithmetic word problems, and (2) design of moderately ill-structured problem as “problem-posing assignment” based on the domain model. Moreover, (3) implementation of an intelligent learning environment that requests a learner to solve ill-structured problems as problem-posing is introduced. The environment has functions to diagnose learner's behaviors and to give individual feedback.
{"title":"Computer-based intelligent support for moderately Ill-structured problems","authors":"T. Hirashima","doi":"10.1109/ICSITECH.2017.8257076","DOIUrl":"https://doi.org/10.1109/ICSITECH.2017.8257076","url":null,"abstract":"Problems are often categorized into two types: ill-structured and well-structured, in the context of education/learning, cognitive science and artificial intelligence. Then, from an educational viewpoint, ill-structured problems are further more important because they are useful to promote a learner to think about learning target deeply and to master computational or logical thinking skills, including metacognition. This paper proposes an additional characterization of problems by using two factors, (1) well/ill-structured domain model and (2) well/ill-structured problem setting. Based on this characterization, “moderately ill-structured problems” are defined as a category of problems specified by “well-structured domain model” and “ill-structured problem setting”. If a problem is set in well-structured domain model, it is possible to realize computer-based monitoring and diagnosis of learner's activities for the problem. If the problem setting is ill-structured, for example, open-ended, a learner is required to engage in the problem as ill-structured one. Therefore, moderately ill-structured problems are promising to realize computer-based intelligent support for solving ill-structured problems, while keeping educational advantages of ill-structured problems. In this paper, a definition of moderately ill-structured problems is described. Then, using the arithmetic word problems as an example of learning target domains, this paper describes (1) well-structured domain model of arithmetic word problems, and (2) design of moderately ill-structured problem as “problem-posing assignment” based on the domain model. Moreover, (3) implementation of an intelligent learning environment that requests a learner to solve ill-structured problems as problem-posing is introduced. The environment has functions to diagnose learner's behaviors and to give individual feedback.","PeriodicalId":165045,"journal":{"name":"2017 3rd International Conference on Science in Information Technology (ICSITech)","volume":"5 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2017-10-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"127904131","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 : 2017-10-01DOI: 10.1109/ICSITECH.2017.8257177
Fajar Satria, Hafiz Aditra, Mohamad Dean Aji Wibowo, Hilmi Luthfiansyah, M. Suryani, E. Paulus, I. Suryana
In Indonesia, English language use as a foreign language (EFL) and become one of the major subject since elementary school till the university. Sometimes it's hard to teach English language only by speech, especially to the young learner. Based on it, game-based learning combined with speech recognition has been developed. The proposed game helps and facilitates the children to learn English and introducing children to various animal themes. The game is packed in a fun and interesting concept in a form of an interactive game so that learning process could be more effective and not only to help them learn faster but also entertaining them in the process. This game is operated by using speech recognition and use Kinect as its main platform to interact with. This was chosen as the main way to interact with the application so that children can not only play the game but also improve their English pronunciation and vocabulary. The game also tested to the 30 respondents to know the usability of the system and the motivation to learn. Based on the experiments, the results showed that all respondents agreed that the proposed game has a good usability. It can be seen from the average of central tendency value that reaches about 4.38. Based on the results, we concluded that the proposed game-based learning gave new experiences, easy to use, and became fun alternative for young learners to study the EFL.
{"title":"EFL learning media for early childhood through speech recognition application","authors":"Fajar Satria, Hafiz Aditra, Mohamad Dean Aji Wibowo, Hilmi Luthfiansyah, M. Suryani, E. Paulus, I. Suryana","doi":"10.1109/ICSITECH.2017.8257177","DOIUrl":"https://doi.org/10.1109/ICSITECH.2017.8257177","url":null,"abstract":"In Indonesia, English language use as a foreign language (EFL) and become one of the major subject since elementary school till the university. Sometimes it's hard to teach English language only by speech, especially to the young learner. Based on it, game-based learning combined with speech recognition has been developed. The proposed game helps and facilitates the children to learn English and introducing children to various animal themes. The game is packed in a fun and interesting concept in a form of an interactive game so that learning process could be more effective and not only to help them learn faster but also entertaining them in the process. This game is operated by using speech recognition and use Kinect as its main platform to interact with. This was chosen as the main way to interact with the application so that children can not only play the game but also improve their English pronunciation and vocabulary. The game also tested to the 30 respondents to know the usability of the system and the motivation to learn. Based on the experiments, the results showed that all respondents agreed that the proposed game has a good usability. It can be seen from the average of central tendency value that reaches about 4.38. Based on the results, we concluded that the proposed game-based learning gave new experiences, easy to use, and became fun alternative for young learners to study the EFL.","PeriodicalId":165045,"journal":{"name":"2017 3rd International Conference on Science in Information Technology (ICSITech)","volume":"61 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2017-10-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"128497287","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}