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Designing Tommy and Pokina Educative Language Game Software: a Transnational Popular Culture Project Tommy和Pokina教育语言游戏软件的设计:一个跨国流行文化项目
Pub Date : 2019-01-21 DOI: 10.24167/SISFORMA.V5I2.1755
E. M. Dukut, C. Wulandari, T. Chandrawati
Products of popular culture are many. One of those is educative language game software. Not only is a game useful in combating boredom, but a game can increase someone’s education capability. The PC (personal computer) a TOEFL-like game software created by the researchers applies the American TOEFL (Test of English as a Foreign Language) as a basis of the game.  It has transnational qualities because it integrates some local Indonesian culture into an American based English competence test. Being a transnational product, the game induces creativity for a number of Indonesian-English students to have a global imagination. The popular culture product named Tommy & Pokina language game software is an educative game produced for 8th grade students studying at Junior High School. In designing the game, the method of symbolic analogy with the use of simple objects becomes the main characteristics of the game. In its visualization, the design process makes use of not only particular graphics, visualization effects, typography and interface; but also a number of other aspects. The aspects include the object’s illustrations, viewpoint, composition, and layout in developing the game’s visualization. These aspects are found to be valuable in designing the game.
流行文化的产物很多。其中之一就是教育性语言游戏软件。游戏不仅有助于对抗无聊,而且可以提高一个人的教育能力。研究人员开发的类似托福的游戏软件PC(个人电脑)将美国托福(英语作为外语测试)作为游戏的基础。它具有跨国性质,因为它将一些印尼当地文化融入了以美国为基础的英语能力测试中。作为一款跨国产品,该游戏激发了许多印尼英语学生的创造力,让他们拥有全球想象力。流行文化产品Tommy&Pokina语言游戏软件是为初中八年级学生制作的教育游戏。在设计游戏时,使用简单物体进行符号类比的方法成为游戏的主要特点。在其可视化中,设计过程不仅利用了特定的图形、可视化效果、排版和界面;而且还有许多其他方面。在开发游戏可视化的过程中,这些方面包括对象的插图、视点、构图和布局。这些方面被发现在设计游戏中是有价值的。
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引用次数: 1
A Learning System Design Based on Digital Technology Utilization 基于数字技术应用的学习系统设计
Pub Date : 2019-01-21 DOI: 10.24167/SISFORMA.V5I2.1156
Lianly Rompis
Digital technology in Indonesia, especially in Manado, begin to grow very rapidly followed by the availability of adequate technology market, better financial economy, and high enthusiasm from the local people, mostly academic educators. Supported by the existence of network based technology, it is mostly expected that the process of transferring information and learning in classroom will be easier and no longer become great problem in the future. People will acceptdigital technology not as a threat, but cultivate and utilize them for the improvement of human civilization, while keep maintaining respect to traditional learning and manual opinions and analysis because after all those concepts are merely the best. This paper based on author experience, observations, and reviews, offers solutions to utilize digital technology for developing aneffective learning process. The research methods are literature study, analysis taken from personal experience, system design, and future implementation. The results of this research givesperspective to design a learning system in a proper way, using digital technology individually or integrated, which will also support research activities and improve good digital technology products designed and produced by people of Indonesia and other Nations.
数字技术在印度尼西亚,特别是在万纳多,开始迅速发展,随之而来的是充足的技术市场,更好的金融经济,以及当地人(主要是学术教育工作者)的高度热情。在网络技术存在的支持下,人们普遍期望未来课堂上的信息传递和学习过程将变得更加容易,不再是一个很大的问题。人们不会把数字技术当作威胁来接受,而是培育和利用它们来提高人类文明,同时保持对传统学习和手工意见和分析的尊重,因为毕竟这些概念只是最好的。本文基于作者的经验、观察和评论,提供了利用数字技术开发有效学习过程的解决方案。研究方法采用文献研究法、个人经验分析法、系统设计法和未来实施法。这项研究的结果为以适当的方式设计一个学习系统提供了视角,单独或综合使用数字技术,这也将支持研究活动,并改进由印度尼西亚和其他国家的人民设计和生产的良好数字技术产品。
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引用次数: 0
Green Mission Game for the Forest Preservation Campaig 森林保护运动的绿色使命游戏
Pub Date : 2019-01-21 DOI: 10.24167/SISFORMA.V5I2.1027
Nuryanti Nuryanti, Ridwan Sanjaya, Hendra Prasetya
Forest have an important role for living thing, like human, animal, or plants. For example, forests play an active role in the availability of water sources that participated maintain food security for living beings and the largest supplier of oxygen. However, the lack of human consciousness in maintaining forest ecosystems resulted in the emergence of several threats that cause forest destruction in the form of deforestation and degradation include illegal logging, forest fires, forest conversion for plantations and industries [3 ]. With game application: Green Mission, it is be expected to be one of the solutions and can answer the problem for dealing with the forest damage. Application Green Mission is supposed to educate about the importance of conserving forest by planting trees. In this game, players are directed to resolve some of the challenges in the form of putting out fires, replant the forest bare, and drove the actors of deforestation. The concept in an adventure game is supposed to give a pleasant impression beside to educate player.
森林对生物,如人类、动物或植物有着重要的作用。例如,森林在提供水源方面发挥着积极作用,参与维护生物的粮食安全和最大的氧气供应国。然而,人类在维护森林生态系统方面缺乏意识,导致出现了以森林砍伐和退化形式造成森林破坏的几种威胁,包括非法砍伐、森林火灾、森林转换为种植园和工业[3]。随着游戏的应用:绿色使命,它有望成为解决方案之一,并能解决森林破坏的问题。应用程序绿色使命旨在教育通过植树来保护森林的重要性。在这个游戏中,玩家被要求以灭火、重新种植裸露的森林和驱使森林砍伐的方式来解决一些挑战。冒险游戏中的概念除了教育玩家之外,还应该给人一个愉快的印象。
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引用次数: 0
Developing Social Interaction Skills with Game Technology 利用游戏技术培养社交互动技能
Pub Date : 2019-01-21 DOI: 10.24167/SISFORMA.V5I2.1699
Lidya Oktorina Kusuma Sakti, Septyana Hardianti Yunanto
Socialization is an essential process in human living. Human is a social creature which can not living without the help of others, so human needs friends to communicate and interact with each others to make a living better. Through a socialization, human can build good characters to care with others and theirs social life circle. Nowadays, game technology have already fast and sophisticated. People use game not only for entertainment media but for education media and media to prevent social problems in the society. With game technology, game will be expected to reduce lack of socialization in the society. It can help someone to open his/herself and develop social skill with interacting in social society using social feature in the game.
社会化是人类生活的重要过程。人类是一种社会性的生物,人类的生存离不开他人的帮助,所以人类需要朋友来相互交流和互动,才能更好地生活。通过社会化,人类可以建立良好的品格来关心他人和他们的社会生活圈子。如今,游戏技术已经发展得非常迅速和复杂。人们不仅将游戏作为娱乐媒介,还将其作为教育媒介和预防社会问题的媒介。随着游戏技术的发展,游戏将有望减少社会中缺乏社会化的现象。它可以帮助人们打开自己,通过使用游戏中的社交功能与社交社会互动来发展社交技能。
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引用次数: 1
Finding the Nearest Blood Donors using Dijkstra Algorithm 使用Dijkstra算法寻找最近的献血者
Pub Date : 2019-01-21 DOI: 10.24167/SISFORMA.V5I2.1709
Md. Sabir Hossain, Nayan Das, Muhammad Kamrul Hossain Patwary, Md. Al-Hasan
Now-a-days frequent mishaps like the road accident or other life-risking accident leading to operational emergencies are increasing day by day and the blood donor for such victims or patients are very hard to find in a short period. Sometimes it is really tough to collect the blood of the same group from the relatives of a patient in dying moments. The main objective of this work is to make a connection with these two groups who are in need of blood and who are willing to donate. We have determined the shortest distance between blood seeker and blood donors using the Dijkstra Algorithm. Anybody can contact the nearest blood donor of any group in a particular area quickly. By implementing this idea, the harassment of the victim can be lessened and so many lives can be saved.
如今,道路事故或其他危及生命的事故等导致手术紧急情况的频繁事故日益增加,而在短时间内很难找到此类受害者或患者的献血者。有时,在临终时刻从患者亲属那里采集同一群体的血液真的很困难。这项工作的主要目的是与这两个需要血液和愿意献血的群体建立联系。我们使用Dijkstra算法确定了寻血者和献血者之间的最短距离。任何人都可以快速联系特定地区任何群体中最近的献血者。通过实施这一理念,可以减少对受害者的骚扰,挽救许多生命。
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引用次数: 3
Developing the UNPAD SAS (Universitas Padjajaran Statistical Analysis Series) Software 开发UNPAD SAS(Universitas Padjajaran Statistical Analysis Series)软件
Pub Date : 2018-05-31 DOI: 10.24167/SISFORMA.V5I1.1172
R. Jatnika, M. Haffas, H. Agustiani
Student in Faculty of Psycho­logy think that Statistics is very difficult for them, because Statistics is viewed as a hard science than Psychology which is viewed as a soft science. Various attempts have been made to improve student atti­tudes toward statistics, so that student ha­ve more positive attitudes. One of the ef­forts is to transform the curiculum of Sta­tistics in Faculty of Psychology UniversitasPadjadjaran by adding SPSS (Statistical Packages for Social Sciences) practicum courses since 2009. There are a variety of data analysis con­tained in SPSS can be used for data pro­cessing. However, there are still some sta­tistical data analysis used by students of the Faculty of Psychology that is not ava­ilable in SPSS. The aimed of this research is to develop software namely UniversitasPadjadjaran Statistical Analysis Series, which is statistical data analysis software that consist analysis that does not exist in SPSS or other data analysis software. In this preliminary research, modules are de­veloped only for Database Management and Descriptive Statistics.The software development will be carried out by (SDLC = Software Development Li­fe Cycle). SDLC is a series of step or phase that presents a model for development and lifecycle management software or applica­tions.The resulting software is tested on 144 stu­dents in Psychology Faculty in UniversitasPadjadjaran. The trial results showed that the software is most appropriate and "user friendly" software.
心理学系的学生认为统计学对他们来说非常困难,因为统计学被视为硬科学,而心理学被视为软科学。为了提高学生对统计学的态度,我们做了各种尝试,让学生有更积极的态度。其中一个目标是,从2009年起,通过增加SPSS(社会科学统计软件包)实践课程,改变帕德贾兰大学心理学学院的统计好奇心。SPSS中包含的各种数据分析可以用于数据处理。然而,仍有一些心理学系学生使用的统计数据分析无法在SPSS中使用。本研究的目的是开发一个名为UniversitasPadjadjaran统计分析系列的软件,这是一个由SPSS或其他数据分析软件中不存在的分析组成的统计数据分析软件。在这项初步研究中,模块仅用于数据库管理和描述性统计。软件开发将由(SDLC=软件开发生命周期)进行。SDLC是一系列步骤或阶段,为软件或应用程序的开发和生命周期管理提供了一个模型。由此产生的软件在帕贾兰大学心理学系的144名学生身上进行了测试。试验结果表明,该软件是最合适和“用户友好”的软件。
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引用次数: 1
Evaluation of E-learning Activity Effectiveness in Higher Education Through Sentiment Analysis by Using Naïve Bayes Classifier 基于朴素贝叶斯分类器的情绪分析法评价高等教育电子学习活动的有效性
Pub Date : 2018-05-31 DOI: 10.24167/SISFORMA.V5I1.1450
E. A. Laksana, A. Suryana, Heri Heryono
Sentiment analysis as part of text mining research domain has been being recognized due to the successful implementation in social media analysis. Sentiment analysis methods had intelligent ability to classify texts into negative or positive. Classified texts concluded whole users respond and described opinion polarity about particular topic. Based on this idea, this research took e-learning’s users opinion as object to be measured through sentiment analysis. The results can be used to evaluate the e-learning activity. This research had been implemented in Widyatama University which had been running e-learning activity for several years. Qualitative method by given questioner to users and gather the feedback is commonly used as evaluation of e-learning system previously. Still, questioner doesn’t represent the conclusion about the whole opinion. Hence, it needs the method to identify opinion polarity from e-learning member. The e-learning opinion data sets were gathered from questioner filled by e-learning member included both student and lecturer as participants. The participants gave review about learning outcome after their participation in e-learning activity. Their opinion was needed to describe current situation about e-learning activity. Therefore, the conclusion could be used to make improvement and described few achievements about the e-learning system. The data sets trained by Naïve Bayes classifier to group each user respond into negative or positive. The classification results were also evaluated by a number of particular evaluation metric used in data mining to show the classifier performance such as accuracy, precision, and recall.
情感分析作为文本挖掘研究领域的一部分,由于在社交媒体分析中的成功实施而得到了广泛的认可。情感分析方法具有将文本分类为消极或积极的智能能力。分类文本总结了整个用户的反应,并描述了对特定主题的意见极性。基于这一思路,本研究以e-learning的用户意见为对象,通过情感分析进行测量。研究结果可用于评价网络学习活动。这项研究是在Widyatama大学实施的,该大学已经开展了几年的电子学习活动。以往对电子学习系统的评价通常采用向用户提出问题并收集反馈的定性方法。然而,提问者并不代表整个观点的结论。因此,需要一种识别网络学习成员意见极性的方法。电子学习意见数据集收集自由学生和讲师作为参与者的电子学习成员填写的提问者。参与者对参与电子学习活动后的学习成果进行了回顾。需要他们的意见来描述电子学习活动的现状。因此,该结论可以用于改进和描述电子学习系统的一些成果。通过Naïve贝叶斯分类器训练的数据集,将每个用户的响应分为消极或积极。分类结果还通过数据挖掘中使用的一些特定评估指标进行评估,以显示分类器的性能,如准确性、精度和召回率。
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引用次数: 1
Basic Design of A Charging Circuit for Mobile Phone Using Solar Panel 基于太阳能电池板的手机充电电路的基本设计
Pub Date : 2018-05-31 DOI: 10.24167/SISFORMA.V5I1.1155
Lianly Rompis, Julie Rante
Currently the learning process cannot be separated from the exchange of digital information and online interaction. Initially using computer technology and internet, then growing with the existence of mobile phone technology. The demand of Digital Learning for efficient and environmentally friendly energy is very important and urgent because of the increasingly expensive price of fuel and the high utilization of mobile phones as a learning tool for the society. Our government itself supports the discoveries, researches, and technologies that use renewable energy such as energy from sunlight and biomass energy. The city of Manado which located in North Sulawesi province has a good hot climate every year and a fairly high solar energy. This is very good if it can be used as a source of energy for certain equipment such as mobile phones. This paper describes a basic research that has been done where the energy of sunlight becomes alternative energy to charge a mobile phone. The research method is literature study, theory comparison, block diagram design, assembly, and testing. The results obtained give hope that in the future there are opportunities to develop further research and design a solar energy source for mobile phones charging, by using solar cells that have specific current and voltage specification.
目前,学习过程离不开数字信息的交换和在线互动。最初使用计算机技术和互联网,然后随着移动电话技术的存在而发展。由于燃料价格的日益昂贵和手机作为学习工具的高使用率,数字化学习对高效环保能源的需求非常重要和迫切。我们的政府本身支持使用可再生能源的发现、研究和技术,如太阳能和生物质能。位于北苏拉威西省的万鸦老市每年都有良好的炎热气候和相当高的太阳能。这是非常好的,如果它可以用作某些设备的能源,如移动电话。本文介绍了一项将太阳能转化为替代能源为手机充电的基础研究。研究方法为文献研究法、理论比较法、框图设计法、装配法、测试法。所获得的结果给了希望,在未来有机会进一步研究和设计一种用于手机充电的太阳能电源,使用具有特定电流和电压规格的太阳能电池。
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引用次数: 0
Revitalizing Internship Registration Portal with an Implementation of Application Lifecycle Management 利用应用程序生命周期管理实现实习注册门户的振兴
Pub Date : 2018-05-31 DOI: 10.24167/SISFORMA.V5I1.1256
Bertha Alan Manuel, Oscar Karnalim
Internship is an undergraduate activity for gaining working experiences.  Hence, it is expected that some universities convert it as an undergraduate course. In our university, registering internship topic is automated using a web-based portal; it takes tremendous effort if done manually. Nevertheless, according to our informal survey, existing portal suffers a lot of limitation, resulting user dissatisfaction. This paper presents a further development of such portal by following phases described in Application Lifecycle Management. According to three evaluation scenarios (black-box, small-group user, and large-group user testing), proposed portal works well and fits user need.
实习是大学生积累工作经验的一项活动。因此,预计一些大学将把它改为本科课程。在我校,实习课题的注册是通过网络门户自动完成的;如果手工完成,需要付出巨大的努力。然而,根据我们的非正式调查,现有的门户网站存在很多限制,导致用户不满。本文通过应用程序生命周期管理中描述的以下阶段介绍了这种门户的进一步开发。根据三种评估场景(黑盒、小组用户和大组用户测试),建议的门户运行良好,符合用户需求。
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引用次数: 2
Paperless Mail Office System and Data Integration at UNIKA Soegijapranata UNIKA Soegijaparata的无纸邮件办公系统和数据集成
Pub Date : 2018-05-31 DOI: 10.24167/SISFORMA.V5I1.1526
Albertus Dwiyoga Widiantoro
Paper-based correspondence has many constraints on sending, receiving, and filing. The filling makes it difficult to search document.  The purpose of this research is to facilitate the process of sending, searching, and integrating data and documents. With electronic-based office mail is expected to reduce paper usage. Application development methods using the SDLC method consist of system investigation, analysis, design environments, testing, training, and transition, operation and maintenance.Electronic-based office mail is able to solve many problems regarding the mail system such as speed of delivery, filing, and searching of documents. By utilizing the database system, documents can be stored well and integrated. It's cannot eliminate the use of paper. The main reason is the habit of employees needed paper evidence in their work
纸质信件在发送、接收和归档方面有许多限制。填充使搜索文档变得困难。本研究的目的是促进数据和文档的发送、搜索和集成过程。有了基于电子的办公邮件,预计将减少纸张的使用。使用SDLC方法的应用程序开发方法包括系统调查、分析、设计环境、测试、培训、过渡、操作和维护。基于电子的办公室邮件能够解决与邮件系统有关的许多问题,例如文件的递送速度、归档和搜索。利用数据库系统,可以很好地存储和集成文档。它不能消除纸张的使用。主要原因是员工在工作中需要纸质证据的习惯
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引用次数: 5
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