Pub Date : 2022-07-27DOI: 10.1109/ICISIT54091.2022.9872988
Rosihan, A. Hidayanto
Information security is a critical aspect of the rapid development of information technology in government agencies. The Directorate General of Corrections has been continuously improving its information security due to its highly confidential system's data, which includes the data of inmates and their relatives. This study aims to measure the level of employee information security awareness at the Indonesian Correctional Institution. The importance of each focus area was adopted from the KAMI Index and the HAIS-Q was measured by using the Analytical Hierarchy Process (AHP). A total of 87 valid questionnaire questions were distributed to 218 employees at the Directorate General of Corrections and the Correctional Unit. The questionnaire was processed by using descriptive statistics. The results showed that employee awareness regarding information security was satisfactory, with a value of 85.81%. This study also provides some recommendations to maintain and improve information security awareness.
{"title":"Measurement of Employee Information Security Awareness: A Case Study at an Indonesian Correctional Institution","authors":"Rosihan, A. Hidayanto","doi":"10.1109/ICISIT54091.2022.9872988","DOIUrl":"https://doi.org/10.1109/ICISIT54091.2022.9872988","url":null,"abstract":"Information security is a critical aspect of the rapid development of information technology in government agencies. The Directorate General of Corrections has been continuously improving its information security due to its highly confidential system's data, which includes the data of inmates and their relatives. This study aims to measure the level of employee information security awareness at the Indonesian Correctional Institution. The importance of each focus area was adopted from the KAMI Index and the HAIS-Q was measured by using the Analytical Hierarchy Process (AHP). A total of 87 valid questionnaire questions were distributed to 218 employees at the Directorate General of Corrections and the Correctional Unit. The questionnaire was processed by using descriptive statistics. The results showed that employee awareness regarding information security was satisfactory, with a value of 85.81%. This study also provides some recommendations to maintain and improve information security awareness.","PeriodicalId":214014,"journal":{"name":"2022 1st International Conference on Information System & Information Technology (ICISIT)","volume":"7 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2022-07-27","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"122218155","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 : 2022-07-27DOI: 10.1109/ICISIT54091.2022.9872873
Albert Yakobus Chandra, Putri Taqwa Prasetyaningrum, Ozzi Suria, P. Santosa, L. Nugroho, Irfan Pratama
This research develops virtual reality that integrates media elements such as sound, animation, and video with virtual world to create an immersive user experience. It is aimed to provide more interactivities and interesting features in supporting learning activities, such as using Cardboard to observe the virtual world and interact with virtual objects. Previously, a prototype was built to evaluate (high school) students’ interests in using virtual reality technology as a supporting media to learn English language subject at high schools in Yogyakarta. Earlier research shows that students agreed to use of virtual reality prototype had been useful to support their learning activities. In this present research, a mobile application prototype is developed and evaluated using TAM methodology in order to understand the user behavior towards the application. The application of TAM in the field of learning and teaching for various learning domains implemented to understand the acceptance from the users while using Virtual Reality-based learning media. The TAM model It is a model can explain that the user’s point of view will determine their attitude in accepting Virtual Reality-based learning applications. The evaluation results from this study showed that respondent is enjoyable to use this application (4.37 mean point) and 3.98 (mean point) feels that Virtual reality application is useful for learning English.
{"title":"Evaluation User Acceptance of Mobile Virtual Reality Application for English Learning","authors":"Albert Yakobus Chandra, Putri Taqwa Prasetyaningrum, Ozzi Suria, P. Santosa, L. Nugroho, Irfan Pratama","doi":"10.1109/ICISIT54091.2022.9872873","DOIUrl":"https://doi.org/10.1109/ICISIT54091.2022.9872873","url":null,"abstract":"This research develops virtual reality that integrates media elements such as sound, animation, and video with virtual world to create an immersive user experience. It is aimed to provide more interactivities and interesting features in supporting learning activities, such as using Cardboard to observe the virtual world and interact with virtual objects. Previously, a prototype was built to evaluate (high school) students’ interests in using virtual reality technology as a supporting media to learn English language subject at high schools in Yogyakarta. Earlier research shows that students agreed to use of virtual reality prototype had been useful to support their learning activities. In this present research, a mobile application prototype is developed and evaluated using TAM methodology in order to understand the user behavior towards the application. The application of TAM in the field of learning and teaching for various learning domains implemented to understand the acceptance from the users while using Virtual Reality-based learning media. The TAM model It is a model can explain that the user’s point of view will determine their attitude in accepting Virtual Reality-based learning applications. The evaluation results from this study showed that respondent is enjoyable to use this application (4.37 mean point) and 3.98 (mean point) feels that Virtual reality application is useful for learning English.","PeriodicalId":214014,"journal":{"name":"2022 1st International Conference on Information System & Information Technology (ICISIT)","volume":"10 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2022-07-27","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"129542422","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 : 2022-07-27DOI: 10.1109/ICISIT54091.2022.9872730
Eddy Nurraharjo, Bagus Ady Prakoso, Mardi Siswo Utomo, Herny Februariyanti
The development of applied hardware technology supports efforts on the education and creativity of users and has made microcontrollers a popular device among education practitioners and researchers. The focus of this article is learning for children in the introduction of activities in color-based creativity. A model design of a color-based musical learning instrument device, composed of 2 main elements. The TCS3200 color sensor and arduino microcontroller, used to convert system inputs in the form of unique pieces of color paper arranged on a plastic tape, will be the instrument's modeling keywords. The size of the color paper piece is the same width as the plastic tape, which is 5 centimeters, while the dimensions of length are 5 centimeters to represent the beat of the tone every second. The process begins with color selection of tone characters, color recognition and color classification. Meanwhile, the design of the system algorithm, has the ability to detect colors, determine the tone according to the choice of color categories, and adjust the stability of the speed of the DC motor 60 revolution per minutes. The final test results of the system successfully proved the color detection process of sensor input and tone audio selection according to the classification of specified categories while proving that the system is able to work properly.
{"title":"A New Color-Based Instrument Model For Basic Music Learning Eddy Nurraharjo","authors":"Eddy Nurraharjo, Bagus Ady Prakoso, Mardi Siswo Utomo, Herny Februariyanti","doi":"10.1109/ICISIT54091.2022.9872730","DOIUrl":"https://doi.org/10.1109/ICISIT54091.2022.9872730","url":null,"abstract":"The development of applied hardware technology supports efforts on the education and creativity of users and has made microcontrollers a popular device among education practitioners and researchers. The focus of this article is learning for children in the introduction of activities in color-based creativity. A model design of a color-based musical learning instrument device, composed of 2 main elements. The TCS3200 color sensor and arduino microcontroller, used to convert system inputs in the form of unique pieces of color paper arranged on a plastic tape, will be the instrument's modeling keywords. The size of the color paper piece is the same width as the plastic tape, which is 5 centimeters, while the dimensions of length are 5 centimeters to represent the beat of the tone every second. The process begins with color selection of tone characters, color recognition and color classification. Meanwhile, the design of the system algorithm, has the ability to detect colors, determine the tone according to the choice of color categories, and adjust the stability of the speed of the DC motor 60 revolution per minutes. The final test results of the system successfully proved the color detection process of sensor input and tone audio selection according to the classification of specified categories while proving that the system is able to work properly.","PeriodicalId":214014,"journal":{"name":"2022 1st International Conference on Information System & Information Technology (ICISIT)","volume":"305 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2022-07-27","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"133220072","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 : 2022-07-27DOI: 10.1109/ICISIT54091.2022.9872641
Tri Ika Jaya Kusumawati, A. Rifa’i, M. Purnomo
The limitations of real learning resources, the less attractive presentation of learning, and the mismatch of material delivery with the level of students’ thinking abilities were challenges in implementing learning that needed to be addressed immediately. This study aimed to develop learning applications using the principle of augmented reality serious games based on taxonomy bloom as an alternative solution to this problem. The method used was the ADDIE development cycle. This cycle consists of five stages, namely Analysis, Design, Development, Implementation, and Evaluation. The product produced in this study was a serious game application with the concept of augmented reality based on bloom’s taxonomy on computer network material. This application was tested on five teachers and thirty students. Next, an evaluation of the application was evaluated in terms of four aspects, namely functionality, reliability, usability, and efficiency. The evaluation results show that the application developed meets the criteria well in the four aspects, with details of 58% of users giving good ratings on the function aspect, 55% on the reliability aspect, 50% on the usability aspect, and 47% on the efficiency aspect.
{"title":"Mobile Augmented Reality Serious Game Design Based on Bloom’s Taxonomy","authors":"Tri Ika Jaya Kusumawati, A. Rifa’i, M. Purnomo","doi":"10.1109/ICISIT54091.2022.9872641","DOIUrl":"https://doi.org/10.1109/ICISIT54091.2022.9872641","url":null,"abstract":"The limitations of real learning resources, the less attractive presentation of learning, and the mismatch of material delivery with the level of students’ thinking abilities were challenges in implementing learning that needed to be addressed immediately. This study aimed to develop learning applications using the principle of augmented reality serious games based on taxonomy bloom as an alternative solution to this problem. The method used was the ADDIE development cycle. This cycle consists of five stages, namely Analysis, Design, Development, Implementation, and Evaluation. The product produced in this study was a serious game application with the concept of augmented reality based on bloom’s taxonomy on computer network material. This application was tested on five teachers and thirty students. Next, an evaluation of the application was evaluated in terms of four aspects, namely functionality, reliability, usability, and efficiency. The evaluation results show that the application developed meets the criteria well in the four aspects, with details of 58% of users giving good ratings on the function aspect, 55% on the reliability aspect, 50% on the usability aspect, and 47% on the efficiency aspect.","PeriodicalId":214014,"journal":{"name":"2022 1st International Conference on Information System & Information Technology (ICISIT)","volume":"211 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2022-07-27","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"132469856","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 : 2022-07-27DOI: 10.1109/ICISIT54091.2022.9873026
M. S. Romadhon, D. I. Sensuse, Nadya Safitri, Deden Sumirat Hidayat
E-learning refers to a technology-based learning system that allows it to be accessed anytime and anywhere. The application of e-learning in the world of education today is very much needed. The Covid-19 pandemic has encouraged to be used as a backup and solution in the learning system. Currently, knowledge management has been widely applied to digital-based learning. In its application, it is necessary to know what methods and models are applied to support the successful implementation of e-learning. It is hoped that this research will find out the knowledge management model for e-learning suitable for educational institutions. This study aims to find out the models and impact that arise in applying knowledge management in e-learning. This research was conducted using a systematic literature review method that took references from ACM, IEEE, ProQuest, ScienceDirect, and Scopus from 2017-2021 with the final paper extracted as many as 16 articles. In using KM to e-learning, using quantitative methods is more widely used. The SECI model can be a solution as a material for analyzing existing KM processes. Several other models can be applied according to the needs and objectives of KM implementation on e-learning. The application results show positive impacts, including improving better perception, user satisfaction, and improving existing knowledge processing. The implementation of KM in e-learning is also one of the success factors needed.
{"title":"A Systematic Literature Review of Knowledge Management Models for E-learning","authors":"M. S. Romadhon, D. I. Sensuse, Nadya Safitri, Deden Sumirat Hidayat","doi":"10.1109/ICISIT54091.2022.9873026","DOIUrl":"https://doi.org/10.1109/ICISIT54091.2022.9873026","url":null,"abstract":"E-learning refers to a technology-based learning system that allows it to be accessed anytime and anywhere. The application of e-learning in the world of education today is very much needed. The Covid-19 pandemic has encouraged to be used as a backup and solution in the learning system. Currently, knowledge management has been widely applied to digital-based learning. In its application, it is necessary to know what methods and models are applied to support the successful implementation of e-learning. It is hoped that this research will find out the knowledge management model for e-learning suitable for educational institutions. This study aims to find out the models and impact that arise in applying knowledge management in e-learning. This research was conducted using a systematic literature review method that took references from ACM, IEEE, ProQuest, ScienceDirect, and Scopus from 2017-2021 with the final paper extracted as many as 16 articles. In using KM to e-learning, using quantitative methods is more widely used. The SECI model can be a solution as a material for analyzing existing KM processes. Several other models can be applied according to the needs and objectives of KM implementation on e-learning. The application results show positive impacts, including improving better perception, user satisfaction, and improving existing knowledge processing. The implementation of KM in e-learning is also one of the success factors needed.","PeriodicalId":214014,"journal":{"name":"2022 1st International Conference on Information System & Information Technology (ICISIT)","volume":"42 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2022-07-27","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"121653253","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 : 2022-07-27DOI: 10.1109/ICISIT54091.2022.9873098
Mohamad Hafizat Zainal Abidin, Saravid Suchaad, Ooi Chia Yee, N. Ismail, M. A. Abu
One way of improving the security of a vehicular network is by incorporating blockchain technology into the network. However, under certain conditions, blockchain-based networks do pose several challenges, such as processing latency and limited throughput. Scalability, that is, the ability of the network to perform as expected with increasing loads, is also a concern. The current work aims to show that the deficiencies of the blockchain-based vehicular network can be reduced by using an off-chain approach where the major computing overhead of the main blockchain is channeled off-chain to speed up processing and provide scalability. Simulations are carried out to measure the performance and scalability of the blockchain network in terms of processing latency and data throughput. Simulations of operation under different conditions (varying number of nodes and members) are carried out using computers to represent roadside units and Rasberry Pis to represent the vehicles. The Ethereum blockchain is used as the main blockchain in the simulation with Raiden Network acting as the off-chain scaling solution for the network. The simulation results of 80 nodes network showed that the off-chain assisted blockchain network performs and scales better than the conventional blockchain network with improving the throughput by 17 times while lowering the latency by 99%.
{"title":"Scalable Off-chain Blockchain for Vehicular Network","authors":"Mohamad Hafizat Zainal Abidin, Saravid Suchaad, Ooi Chia Yee, N. Ismail, M. A. Abu","doi":"10.1109/ICISIT54091.2022.9873098","DOIUrl":"https://doi.org/10.1109/ICISIT54091.2022.9873098","url":null,"abstract":"One way of improving the security of a vehicular network is by incorporating blockchain technology into the network. However, under certain conditions, blockchain-based networks do pose several challenges, such as processing latency and limited throughput. Scalability, that is, the ability of the network to perform as expected with increasing loads, is also a concern. The current work aims to show that the deficiencies of the blockchain-based vehicular network can be reduced by using an off-chain approach where the major computing overhead of the main blockchain is channeled off-chain to speed up processing and provide scalability. Simulations are carried out to measure the performance and scalability of the blockchain network in terms of processing latency and data throughput. Simulations of operation under different conditions (varying number of nodes and members) are carried out using computers to represent roadside units and Rasberry Pis to represent the vehicles. The Ethereum blockchain is used as the main blockchain in the simulation with Raiden Network acting as the off-chain scaling solution for the network. The simulation results of 80 nodes network showed that the off-chain assisted blockchain network performs and scales better than the conventional blockchain network with improving the throughput by 17 times while lowering the latency by 99%.","PeriodicalId":214014,"journal":{"name":"2022 1st International Conference on Information System & Information Technology (ICISIT)","volume":"22 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2022-07-27","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"124227072","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 : 2022-07-27DOI: 10.1109/ICISIT54091.2022.9873099
Sajidah Rachmawati, Rifqi Rosidin, M. Lubis
Earlier nineteenth century, in Europe and the United States, management information systems have been developed in hospital and clinic inorder to support the health service during decades until now. As a result, it brings complexity and rigor that leaves patients feeling dissatisfied, which requires the adoption of IT governance around the world. After several years, it turns out that there are several problems faced specifically by Rachmi Dewi Gresik Hospital. Thus, several aspects need to be improved to achieve the vision mission lead to primary objectives. Therefore, this study aims to assist Rachmi Dewi Gresik Hospital in making improvements from the point of view IT governance using the COBIT 5 framework so that the strategic planning by the organization can be aligned. COBIT 5 is used to develop documentation and guidelines based on good governance principles. It is widely recognized as a framework capable of supporting auditors, management, and users to bridge the gap between business risks, control requirements and issues with technical issues.
19世纪早期,在欧洲和美国,管理信息系统已经在医院和诊所发展起来,以支持几十年来的卫生服务。因此,它带来了复杂性和严密性,让患者感到不满意,这需要在全球范围内采用it治理。几年后,我们发现Rachmi Dewi Gresik医院面临着一些特别的问题。因此,有几个方面需要改进,以实现导致主要目标的愿景使命。因此,本研究旨在帮助Rachmi Dewi Gresik医院使用COBIT 5框架从IT治理的角度进行改进,以便组织的战略规划能够保持一致。COBIT 5用于开发基于良好治理原则的文档和指导方针。它被广泛认为是一个框架,能够支持审核员、管理层和用户,以弥合业务风险、控制需求和技术问题之间的差距。
{"title":"Information Technology Governance at Rachmi Dewi Gresik Hospital Using the Cobit 5 Framework","authors":"Sajidah Rachmawati, Rifqi Rosidin, M. Lubis","doi":"10.1109/ICISIT54091.2022.9873099","DOIUrl":"https://doi.org/10.1109/ICISIT54091.2022.9873099","url":null,"abstract":"Earlier nineteenth century, in Europe and the United States, management information systems have been developed in hospital and clinic inorder to support the health service during decades until now. As a result, it brings complexity and rigor that leaves patients feeling dissatisfied, which requires the adoption of IT governance around the world. After several years, it turns out that there are several problems faced specifically by Rachmi Dewi Gresik Hospital. Thus, several aspects need to be improved to achieve the vision mission lead to primary objectives. Therefore, this study aims to assist Rachmi Dewi Gresik Hospital in making improvements from the point of view IT governance using the COBIT 5 framework so that the strategic planning by the organization can be aligned. COBIT 5 is used to develop documentation and guidelines based on good governance principles. It is widely recognized as a framework capable of supporting auditors, management, and users to bridge the gap between business risks, control requirements and issues with technical issues.","PeriodicalId":214014,"journal":{"name":"2022 1st International Conference on Information System & Information Technology (ICISIT)","volume":"51 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2022-07-27","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"123429369","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 : 2022-07-27DOI: 10.1109/ICISIT54091.2022.9872815
Nophaz Hanggara Saputra, Nur Nafi’iyah
Mental health greatly affects human physical health. Mental health can be a source of thinking as well as the response center of all activities. The pressures faced, the burden of thoughts, and food patterns can be a source of human psychological conditions. If the human psychological condition is under stress, it can cause disease. The development of intelligent system technology can take advantage of electroencephalogram (EEG) signals to recognize human mental conditions (stressed and normal). The purpose of this research was to determine the most appropriate method in identifying human psychology (stress and normal) from EEG. Based on the EEG signal taken through the recording of the response signal of the human brain, feature extraction is performed. The features taken are the mean, standard deviation, and MAV (Mean Absolute Value) of each subband, and channel. The total data of respondents studied were 20 people, with 10 normal criteria, and 10 stress. Each of the mean, standard deviation, and MAV features was modeled using the Naive Bayes, SVM, KNN, Backpropagation, Regression Logistics, Deep Learning, ID3 methods. The best method for detecting stress and normal is KNN with 97% accuracy.
{"title":"Identification of Human Stress Based on EEG Signals Using Machine Learning","authors":"Nophaz Hanggara Saputra, Nur Nafi’iyah","doi":"10.1109/ICISIT54091.2022.9872815","DOIUrl":"https://doi.org/10.1109/ICISIT54091.2022.9872815","url":null,"abstract":"Mental health greatly affects human physical health. Mental health can be a source of thinking as well as the response center of all activities. The pressures faced, the burden of thoughts, and food patterns can be a source of human psychological conditions. If the human psychological condition is under stress, it can cause disease. The development of intelligent system technology can take advantage of electroencephalogram (EEG) signals to recognize human mental conditions (stressed and normal). The purpose of this research was to determine the most appropriate method in identifying human psychology (stress and normal) from EEG. Based on the EEG signal taken through the recording of the response signal of the human brain, feature extraction is performed. The features taken are the mean, standard deviation, and MAV (Mean Absolute Value) of each subband, and channel. The total data of respondents studied were 20 people, with 10 normal criteria, and 10 stress. Each of the mean, standard deviation, and MAV features was modeled using the Naive Bayes, SVM, KNN, Backpropagation, Regression Logistics, Deep Learning, ID3 methods. The best method for detecting stress and normal is KNN with 97% accuracy.","PeriodicalId":214014,"journal":{"name":"2022 1st International Conference on Information System & Information Technology (ICISIT)","volume":"37 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2022-07-27","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"129696431","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 : 2022-07-27DOI: 10.1109/ICISIT54091.2022.9872852
Roziyani Rawi, M. Isa, M. Ismail, Aznida Abu Bakar Sajak, Mohd Azmi Mustafa Sulaiman
Industry Revolution 4.0 (IR 4.0) has recently become a hot topic of debate, as it is widely recognized as the most recent industrial revolution. The implementation of IR4.0 has had a significant impact on many sectors, including education, which has been dubbed Education 4.0. Industry 4.0 encourages innovation in the organization and control of the entire value chain life cycle, thereby supporting the digital transformation agenda. The impact of innovation has been positive in the education sector, where teaching and learning activities can be carried out anywhere and at any time. The purpose of this paper is to investigate Malaysian HEIs’ readiness to implement IR 4.0 in their education system from the standpoint of network infrastructure. The study used questionnaire with 19 respondents, all of whom were IT personnel from Malaysian public HEIs. The questionnaire is being distributed to attain data pertaining to the readiness of the Malaysian Higher Education Institutes (HEI) towards the adaptation of IR4.0. Next, findings on this research will be able to explain and provide a better understanding of where Malaysian HEIs stand in the readiness of adapting IR4.0. This aims to improve Malaysian HEIs’ sustainability by providing a better network environment to support IR4.0 implementation, thereby improving teaching and learning quality. According to the findings of the study, Malaysian HEI network infrastructure should be upgraded to support IR4.0 implementation, ensuring the smooth delivery of teaching and learning activities.
工业革命4.0 (IR 4.0)最近成为一个热门话题,因为它被广泛认为是最近的工业革命。工业4.0的实施对许多行业产生了重大影响,包括教育,这被称为教育4.0。工业4.0鼓励在整个价值链生命周期的组织和控制方面进行创新,从而支持数字化转型议程。创新对教育部门的影响是积极的,在教育部门,教学活动可以随时随地进行。本文的目的是从网络基础设施的角度调查马来西亚高等教育机构在其教育系统中实施工业4.0的准备情况。研究采用问卷调查的方式,共有19位受访者,均为来自马来西亚公立高等教育机构的资讯科技人员。正在分发调查问卷,以获得有关马来西亚高等教育学院(HEI)适应工业4.0的准备情况的数据。接下来,这项研究的结果将能够解释并更好地了解马来西亚高等教育机构在适应工业4.0方面的准备情况。该计划旨在通过提供更好的网络环境来支持工业4.0的实施,从而改善马来西亚高等教育机构的可持续性,从而提高教学质量。根据研究结果,马来西亚高等教育机构的网络基础设施应该升级,以支持工业4.0的实施,确保教学活动的顺利进行。
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Pub Date : 2022-07-27DOI: 10.1109/ICISIT54091.2022.9872830
Virdha Rahma Aulia, A. P. Subriadi, Reny Nadlifatin
Gamification is described as implementing game elements into non-game environments to enable game-like experiences. Gamification’s popularity has increased significantly over the years, as seen by an expanding number of gamified apps and a growing body of research. To present a more complete picture of the topic, we conduct a comprehensive analysis of the gamification literature and assess the research methodologies and findings in gamification research. While the majority of the outcomes are mixed with mostly positive in terms of gamification’s efficacy, the number of positive results is astounding. Additionally, health and commerce, as well as points and badges, continue to be the most often used settings and methods for gamification implementation. As a concluding contribution to the study, we present a complete overview of the future directions for the expanding body of research on gamification.
{"title":"Gamification: A Comprehensive Review of Literature","authors":"Virdha Rahma Aulia, A. P. Subriadi, Reny Nadlifatin","doi":"10.1109/ICISIT54091.2022.9872830","DOIUrl":"https://doi.org/10.1109/ICISIT54091.2022.9872830","url":null,"abstract":"Gamification is described as implementing game elements into non-game environments to enable game-like experiences. Gamification’s popularity has increased significantly over the years, as seen by an expanding number of gamified apps and a growing body of research. To present a more complete picture of the topic, we conduct a comprehensive analysis of the gamification literature and assess the research methodologies and findings in gamification research. While the majority of the outcomes are mixed with mostly positive in terms of gamification’s efficacy, the number of positive results is astounding. Additionally, health and commerce, as well as points and badges, continue to be the most often used settings and methods for gamification implementation. As a concluding contribution to the study, we present a complete overview of the future directions for the expanding body of research on gamification.","PeriodicalId":214014,"journal":{"name":"2022 1st International Conference on Information System & Information Technology (ICISIT)","volume":"35 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2022-07-27","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"127566954","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}