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Text Encryption Analysis of Modified Symmetric Keys using Genetic Algorithm on Caesar Cipher and One Time Pad 基于凯撒密码和一次性键盘的遗传算法改进对称密钥文本加密分析
Pub Date : 2022-12-25 DOI: 10.20961/ijie.v6i2.71434
Julia Kurniasih, Dian Tiara Rezalti
The problem of data security is essential because data must be maintained securely and in its integrity, starting with the sending procedure and ending with the intended recipient. One way to maintain data security is to use cryptographic techniques, which use data encryption characteristics to transmit messages in secret (information encoding). Information can be encrypted using the Caesar Cipher and One Time Pad, symmetric key cryptographic algorithms. The key must be changed as a critical component of the cryptographic procedure to enhance the data or text's security. This study aims to analyse text encryption on the Caesar Cipher and One Time Pad (OTP) algorithms using a modified symmetric key by implementing a Genetic Algorithm, an optimisation algorithm. The research phase begins by adjusting the key using two types of Genetic Algorithm crossover operators, one-point crossover and two-point crossover, applied to the Caesar Cipher and OTP algorithms. Then testing and analysis of the ciphertext strength are carried out by comparing the frequency of character repetition with the results of implementing the two modification keys to determine which encoding model provides a better data security strength.
数据安全问题至关重要,因为从发送过程开始,到预期的接收方结束,必须安全且完整地维护数据。维护数据安全的一种方法是使用加密技术,它利用数据加密特性秘密传输消息(信息编码)。信息可以加密使用凯撒密码和一次性垫,对称密钥加密算法。密钥的更改是加密过程中提高数据或文本安全性的关键环节。本研究旨在通过实施遗传算法(一种优化算法),使用修改的对称密钥分析凯撒密码和一次性键盘(OTP)算法上的文本加密。研究阶段首先利用应用于凯撒密码和OTP算法的两种遗传算法交叉算子——一点交叉和两点交叉来调整密钥。然后通过比较字符重复频率和两种修改密钥的实现结果,对密文强度进行测试和分析,以确定哪种编码模型能提供更好的数据安全强度。
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引用次数: 0
The Effectiveness of Guided Inquiry Learning Model on Students' Critical Thinking Ability in Simulation and Digital Communication Subjects 引导式探究学习模式对模拟与数字通信学科学生批判性思维能力的影响
Pub Date : 2022-12-25 DOI: 10.20961/ijie.v6i2.47914
Rahma Septiana, A. Efendi, Yusfia Hafid Aristyagama
This study aims to find out the difference in students' critical thinking ability between the use of the Guided Inquiry learning model and with expository learning model and to know the effectiveness of the Guided Inquiry learning model on students' critical thinking ability in digital Simulation and Communication subjects. The subject used in this study was a Grade X student of Software Engineering SMK 2 Surakarta. The method used is a quantitative approach with a quasi-experiment that uses a nonequivalent control group design, pretest-posttest. This study used two groups: the control group with the expository learning model and the experimental group with the Guided Inquiry learning model. Sampling techniques in this study with simple random sampling. Data collection using observations and test instruments. Data analysis on hypothesis test using Independent sample T-test with an error level of 0.05. Hypothetical testing showed significant differences in post-tests between the two groups with sig values. (2-tailed) by 0.012 <0.05. 
本研究旨在探究探究式学习模式与说明性学习模式在学生批判性思维能力培养上的差异,了解探究式学习模式对数字仿真与通信学科学生批判性思维能力培养的有效性。本研究的研究对象为泗水市软件工程专业smk2的一名X年级学生。使用的方法是一种准实验的定量方法,使用非等效对照组设计,前测后测。本研究采用说明文学习模式的对照组和引导性探究学习模式的实验组。本研究采用简单随机抽样的抽样技术。使用观察和测试仪器收集数据。数据分析采用独立样本t检验,误差水平为0.05。假设测试显示两组在测试后具有显著差异。(双尾)差异0.012 <0.05。
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引用次数: 0
Implementation of K-Means Clustering for Optimization of Student Grouping Based on Index of Learning Styles in Programming Classes 基于学习风格索引的k -均值聚类优化编程课学生分组的实现
Pub Date : 2022-12-25 DOI: 10.20961/ijie.v6i2.68151
Dwi Maryono, C. Budiyanto, Allan Auri Putra Pamungkas
This study aims to group students into study groups (classes) based on learning styles utilising K-Means Clustering technique  and Sum of Squared Error for cluster assessment. This study used type of learning style developed by Felder and Silverman, which includes four dimensions: (1) the learning process; (2) perception of learning; (3) information input; and (4) understanding of information. This study subjects were Universitas Sebelas Maret's students majoring in informatics Education consisting of 58 respondents. The results showed that the K-Means clustering approach with cluster evaluation using Sum of Squared Error produced the best clustering when the number of clusters was k=2. The cluster analysis showed that each class has different learning styles and characteristics. The first cluster (group) consists of 26 respondents and has the features of an active learning style in the learning process dimension, sensing in the learning perception dimension, visual in the information input dimension, and a balance between global and sequential in the information understanding dimension. Meanwhile, the second cluster (group)  consists of 32 respondents and has a reflective tendency in the learning process dimension, sensing in the learning perception dimension, visual in the information input dimension, and global in the information understanding dimension.
本研究旨在利用k均值聚类技术和平方误差和进行聚类评估,根据学习风格将学生分组(班级)。本研究采用Felder和Silverman开发的学习风格类型,包括四个维度:(1)学习过程;(2)学习知觉;(3)信息输入;(4)对信息的理解。本研究以西班牙市场大学信息学教育专业学生为对象,共58人。结果表明,当聚类数量为k=2时,使用平方误差和进行聚类评价的k - means聚类方法聚类效果最好。聚类分析表明,每个班级都有不同的学习风格和特点。第一组由26名受访者组成,在学习过程维度上表现为主动学习风格,在学习感知维度上表现为感知学习风格,在信息输入维度上表现为视觉学习风格,在信息理解维度上表现为全局与顺序学习风格的平衡。第二集群(组)由32名被调查者组成,在学习过程维度上有反思倾向,在学习感知维度上有感知倾向,在信息输入维度上有视觉倾向,在信息理解维度上有全局倾向。
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引用次数: 0
Research Trends in the Use of Augmented Reality in Engineering Education: A Bibliometric Analysis 增强现实技术在工程教育中的应用研究趋势:文献计量学分析
Pub Date : 2022-12-10 DOI: 10.20961/ijie.v6i2.68326
N. Utami, A. Setiawan, I. Hamidah
This study aims to report on the overall research trend of research progress in the Augmented Reality (AR) field in engineering education. The research method used is bibliometric analysis (BA) using VoSviewer. The data is taken from the Scopus database. The findings show an increasing trend in citations and publications showing interest in using AR over the last decade. AR research in engineering education started in 2006 until now. Screening of selected articles from 2012 to 2022. The screening process based on inclusion and exclusion included the chosen language in English and based on the publication of final articles, resulting in a total of 858 articles. The results reveal that augmented reality, engineering education, and mobile learning are the most used keywords in the article. In contrast, the focus of the new article tends to be on augmented reality. In addition, the results show that the latest articles mostly focus on virtual and mobile learning. The most frequently used words in the abstract are engineering education, student, e-learning, education, and teaching. Recent articles have largely focused on students' and teachers' knowledge of technology-based learning. Billinghurst, Dede, and Martin are the most cited authors in this field, as they are the principal authors of AR. The journals cited are Computers & Education, Coeur Workshop Proceedings, Computers in Human Behavior, and the Journal of Science Education and Technology. The journal is the most prominent on the use of technology in education.
本研究旨在报告增强现实(AR)在工程教育领域的研究进展的总体研究趋势。研究方法为文献计量分析(BA),采用VoSviewer软件。数据取自Scopus数据库。研究结果显示,在过去十年中,对AR感兴趣的引用和出版物呈上升趋势。工程教育中的AR研究始于2006年至今。2012年至2022年精选文章的筛选。基于纳入和排除的筛选过程包括选择的语言为英语,并基于最终文章的发表,总共有858篇文章。结果显示,增强现实、工程教育和移动学习是文章中使用最多的关键词。相比之下,这篇新文章的重点往往是增强现实。此外,研究结果显示,最新的文章主要集中在虚拟和移动学习上。摘要中最常用的词是工程教育、学生、电子学习、教育和教学。最近的文章主要关注学生和教师对基于技术的学习的认识。Billinghurst, Dede和Martin是该领域被引用最多的作者,因为他们是AR的主要作者。被引用的期刊是Computers & Education, Coeur Workshop Proceedings, Computers in Human Behavior和Journal of Science Education and Technology。该杂志在科技在教育中的应用方面最为突出。
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引用次数: 0
Android Application Development with Multi Criteria Decision Making (MCDM) to distinguish Covid-19, Influenza and Cold infections Android应用程序开发与多标准决策(MCDM),以区分Covid-19,流感和感冒感染
Pub Date : 2022-09-26 DOI: 10.20961/ijie.v6i1.58168
E. Wihidayat, A. Efendi, C. Budiyanto, Puspanda Hatta
Infection symptoms are physical or mental characteristics that indicate a disease condition, especially those visible to the patient. The World Health Organization (WHO) issued a document containing symptoms of infection by the Covid-19 virus, including fever, dry cough, fatigue, and shortness of breath. These symptoms have similarities with illnesses caused by Influenza and Cold viruses, and it is difficult for most people to distinguish the differences between them. We proposed a Research and Development (RnD) study, developing an android app that embeds a Simple Additive Weighting (SAW) algorithm. However, this article will not cover the development process of the android app, but mostly on how the algorithm works. This study aims to help people differentiate Influenza, Cold, and Covid-19 virus infections based on their symptoms through an Android-based application. We used weights, provided by WHO and several related studies, to be processed by the SAW decision-making algorithm, one of the Multi-Criteria Decision Making (MCDM) algorithms, a method that makes decisions based on multiple conflicting criteria. By entering the symptoms, the user can get the most similar type of infection. The app showed its potential in achieving research objectives and the feasibility of being applied in the community.
感染症状是指表明疾病状况的身体或精神特征,尤其是那些对患者可见的症状。世界卫生组织(世卫组织)发布了一份文件,其中包含了Covid-19病毒感染的症状,包括发烧、干咳、疲劳和呼吸急促。这些症状与流感和感冒病毒引起的疾病有相似之处,大多数人很难区分它们之间的区别。我们提出了一项研究与开发(RnD)研究,开发一个嵌入简单加性加权(SAW)算法的android应用程序。但是,本文不会介绍android应用程序的开发过程,而是主要介绍算法的工作原理。该研究旨在通过android应用程序,帮助人们根据症状区分流感、感冒和Covid-19病毒感染。我们使用由世卫组织和几项相关研究提供的权重,通过SAW决策算法进行处理。SAW决策算法是多标准决策(MCDM)算法之一,是一种基于多个相互冲突的标准做出决策的方法。通过输入症状,用户可以获得最相似的感染类型。该应用程序显示了其在实现研究目标方面的潜力和在社区应用的可行性。
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引用次数: 0
The Influence of Project Work Approach on College Students’ Interest in Programming at the Private Universities in Ghana 加纳私立大学项目工作方式对大学生编程兴趣的影响
Pub Date : 2022-08-29 DOI: 10.20961/ijie.v6i1.59461
Isaac Atta Junior Ampofo, Isaac Atta Junior Ampofo
Failure rates have become a global problem as university students studying computer programming grow worldwide. Students' interest has been linked to learning skills that require metacognition and critical thinking, which are essential for studying computer programming efficiently. As a result, the project work approach in studying computer programming combines knowledge of technology with soft skills. Project work is best suited for complicated problem-solving tactics and teamwork creatively. The study used quantitative methodology and a descriptive design survey to evaluate the project work approach's influence on college students’ interest in programming. The study's participants were Christian Service University computer science students. A total of 420 students were enrolled in the study, with a sample size of 368. Inferential and descriptive statistics were applied to analyze the data received from the respondents. The study found that standalone systems were the highest factor in the project work given to students. The study revealed that project work could make students interested in programming. The study concluded that project work has a favorable and considerable impact on college students' programming interests.
随着世界范围内学习计算机编程的大学生人数的增加,失败率已经成为一个全球性的问题。学生的兴趣与学习需要元认知和批判性思维的技能有关,这些技能对于有效地学习计算机编程至关重要。因此,学习计算机编程的项目工作方法将技术知识与软技能相结合。项目工作最适合复杂的问题解决策略和创造性的团队合作。本研究采用定量方法和描述性设计调查来评估项目工作方法对大学生编程兴趣的影响。这项研究的参与者是基督教服务大学计算机科学专业的学生。共有420名学生参加了这项研究,样本量为368人。采用推理统计和描述性统计对调查对象的数据进行分析。研究发现,在交给学生的项目工作中,独立系统是最重要的因素。研究表明,项目工作可以使学生对编程产生兴趣。研究发现,项目工作对大学生的编程兴趣产生了积极而可观的影响。
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引用次数: 0
Use of Gamification Model for Homeroom Teacher in Conducting Learning Assessment (Qualitative Study) 游戏化模式在班主任学习评估中的应用(质性研究)
Pub Date : 2022-08-29 DOI: 10.20961/ijie.v6i1.61553
Retno Ariyanti Nurningtias, Hudzaifi Syah Tsalits Taufiqi, Muhammad Raihan Zaki, R. Hikmawan
Gamification is a game element but is included in non-game contexts because it is used as an effective motivational tool. The performance performed by using gamification becomes more attractive to users. The focus of the problem is determined by the researcher based on the field of education with the object of research being a homeroom teacher. Education standards at the level required by all stakeholders, especially learning assessment. The urgency of students who are entitled to an assessment from the teacher and easily known by the school and forwarded to parents. The approach taken with a qualitative study provides a more detailed explanation to homeroom teachers about problem solutions to place gamification in student learning assessments. Data were collected based on experiments with several homeroom teachers feeling and exploring media. The finding of homeroom responses who are very satisfied with gamification provides encouragement in entering students' grades in a fun way. From the results of the study, it can be concluded that the application of gamification strategies in which homeroom teachers conduct learning assessments triggers interest in fun characters, overcomes boredom with challenges and competition, gains new knowledge, and improves thinking skills to strengthen social interaction.
游戏化是一种游戏元素,但也包含在非游戏环境中,因为它是一种有效的激励工具。使用游戏化的表现对用户更具吸引力。问题的焦点是由研究者基于教育领域确定的,研究对象是一名班主任。所有利益攸关方所要求的教育标准,特别是学习评价。有资格得到老师评估的学生的急迫性,学校很容易知道并转发给家长。采用定性研究的方法为班主任提供了关于将游戏化纳入学生学习评估的问题解决方案的更详细的解释。本研究通过对多名班主任的实验收集数据,并对媒体进行感受和探索。对“游戏化”非常满意的学生反馈,鼓励学生以有趣的方式进入成绩。从研究结果可以看出,运用游戏化策略,班主任进行学习评价,可以激发学生对有趣角色的兴趣,克服挑战和竞争带来的无聊,获得新知识,提高思维能力,加强社会互动。
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引用次数: 0
Usability, Ergonomics, and Extensibility Comparison of Computer Network Trainers for Basic Computer Network Learning Media 基础计算机网络学习媒体计算机网络训练器的可用性、工效学和可扩展性比较
Pub Date : 2022-08-16 DOI: 10.20961/ijie.v6i1.53901
Faizal Arifuddin, Puspanda Hatta, E. Wihidayat
The use of computer network trainers has become a major preference in vocational education because it is proven to be better than computer network simulation software. However, the use of existing computer network trainers (Desknet Trainer and Netcube Trainer) becomes overlapping in the domain of basic computer network courses. A comparison study was conducted in the aspect of usability, ergonomics, and extensibility to find out which trainer was the most suitable for handling basic computer networking courses. A quasi-experimental method with a counterbalanced design was chosen to compare computer network trainers. The T-test was conducted with the results stating that the data significance value was greater than the significance level (0.241 > 0.05). Then H0 is accepted with results stating that the two computer network trainers proved equal in handling basic computer networking learning. With such results, no recommendation can be drawn as to which trainer is superior. Both computer network trainers are allowed to be used together in basic computer network courses.
使用计算机网络培训器已成为职业教育的主要偏好,因为它被证明比计算机网络模拟软件更好。然而,在计算机网络基础课程领域,现有的计算机网络培训器(Desknet Trainer和Netcube Trainer)的使用出现了重叠。从可用性、人机工程学和可扩展性三个方面进行对比研究,找出最适合教授计算机网络基础课程的培训师。采用平衡设计的准实验方法对计算机网络训练器进行比较。进行t检验,结果表明数据显著性值大于显著性水平(0.241 > 0.05)。然后接受H0,结果表明两个计算机网络训练器在处理基本的计算机网络学习方面证明是相等的。有了这样的结果,就不能提出哪个培训师更优秀的建议。两种计算机网络培训器可以在计算机网络基础课程中同时使用。
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引用次数: 0
“SECURE LANE”: EXPLORING DOTA 2 PLAYERS’ EXPERIENCE ON THEIR INCIDENTAL VOCABULARY LEARNING “安全通道”:探索dota2玩家偶然词汇学习的经验
Pub Date : 2022-08-16 DOI: 10.20961/ijie.v6i1.58409
Arvega Rachmad, S. Adi, D. P. Ratri
Vocabulary is the key of language where people need to process words to understand their meaning of words. Learning vocabulary is not merely can be obtained from classroom interaction. It can be done outside classroom with the aid of various media, one of which is video games developed in English. Learning English from activities outside the classroom like playing video games can gain incidental vocabulary which has relation with repetition of the interaction from the learner with target language which is English. DoTA 2 is a popular video game among students since it not only provides a pleasurable experience for players but also allows them to engage with one another via the use of English. This survey study aimed at figure out the relation between player intensity of playing DoTA 2 and their vocabulary size. The data was gained from 100 students of a state university in Indonesia who played Dota 2 by distributing a questionnaire adopted from Cabraja (2016) to get the players’ view and Schmitt’s Vocabulary Levels Test (VLT) to know players’ vocabulary level. The findings showed that participants who plays DoTA 2 more regularly got a higher score on the Vocabulary Level Test score than participants who played Dota 2 less regularly. According to their experience, participants with higher score feel more confident when communicate with other player using English. It shows that playing the video game, DoTA 2 in this case, contributes a significant impact on players'/students' accidental vocabulary acquisition as well as giving a less daunting experience when learning English.
词汇是语言的关键,人们需要对词汇进行加工,以理解词汇的含义。词汇的学习不仅仅可以从课堂互动中获得。它可以在课堂外通过各种媒体来完成,其中一种是用英语开发的电子游戏。在课堂外的活动中学习英语,如玩电子游戏,可以获得附带词汇,这与学习者与目标语言(英语)的重复互动有关。DoTA 2是一款很受学生欢迎的电子游戏,因为它不仅为玩家提供了愉快的体验,而且还允许他们通过使用英语相互交流。本调查研究旨在找出玩家玩DoTA 2的强度与词汇量之间的关系。数据来自印度尼西亚一所州立大学的100名玩Dota 2的学生,通过分发Cabraja(2016)的问卷来获得玩家的观点,并通过Schmitt ' s Vocabulary Levels Test (VLT)来了解玩家的词汇水平。研究结果显示,经常玩《DoTA 2》的参与者在词汇水平测试中的得分高于不经常玩《DoTA 2》的参与者。根据他们的经验,得分较高的参与者在使用英语与其他玩家交流时更有信心。研究表明,玩电子游戏《DoTA 2》对玩家/学生的意外词汇习得有显著影响,并且在学习英语时减少了令人生畏的体验。
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引用次数: 1
The Effectiveness and effect of Project-Based Blended Learning on Student Achievement in Online Learning at Surakarta, Indonesia 基于项目的混合学习对在线学习中学生成绩的有效性和影响
Pub Date : 2021-07-02 DOI: 10.20961/IJIE.V5I1.44029
Winda Annisa Salma, B. Basori, Puspanda Hatta
Educational technology has a role in the education era 4.0, one of which is utilizing technology-based learning in learning activities in the form of learning applications based on project tasks, namely the Project-Based Blended Learning method. This article aims to get the influence of Project-Based Blended Learning to use on the achievement of students. This study was quantitative research using a pretest-posttest control design. The sample of the study were 72 students. The data were collected by random cluster sampling divided into groups or classes. The hypothesis tests were the independent sample t-test and the gain normalization test based on significant grade 0,05. The result showed significant differences and improvement in student achievement when using the Project-Based Blended Learning from conventional methods in pandemic Covid-19. The result was proven by the hypothesis tests using the T-test that the post-test was 0,000 (0,000<0,05), so the differences in student outcomes between experimental class from control class were found. The gain normalization showed that the experimental class got 0,49 and the control class got 0,16. It can be concluded that there is an improvement in student achievement in the experimental and control classes. Therefore the use of Project-Based Blended Learning contributes more influence to the achievement of students
教育技术在教育4.0时代有其作用,其中之一是以基于项目任务的学习应用的形式,将基于技术的学习运用到学习活动中,即基于项目的混合式学习方法。本文旨在了解基于项目的混合式学习对学生学习成绩的影响。本研究为定量研究,采用前测后测对照设计。这项研究的样本是72名学生。数据采用随机整群抽样,分为组或类。假设检验为独立样本t检验和基于显著性等级0.05的增益归一化检验。结果显示,在新冠肺炎疫情中,采用基于项目的传统方法混合学习,学生成绩有显著差异和提高。采用t检验进行假设检验,结果证明后验为000(000< 0.05),因此发现实验班与对照班学生成绩存在差异。增益归一化显示实验班得到0.49,对照组得到0.16。可以得出结论,实验班和控制班的学生成绩都有提高。因此,采用基于项目的混合学习对学生的学习成绩有更大的影响
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引用次数: 2
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IJIE (Indonesian Journal of Informatics Education)
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