Pub Date : 2021-12-30DOI: 10.36079/lamintang.jetas-0303.317
Amira Mohd Ishak, Mohd Hishamuddin Abdul Rahman
Bidang permainan mudah alih pada era ini telah melonjakkan evolusi pendidikan dan juga membangunkan kemahiran kognitif, spatial dan kemahiran motor (skill) serta meningkatkan kemahiran ICT. Pembangunan ICT dan teknologi telah memberi banyak peluang dan ruang untuk diterokai dalam bidang permainan mudah alih. Sifir Run merupakan sebuah aplikasi permainan mudah alih yang bertemakan pembelajaran sifir. Pembangunan aplikasi ini bertujuan untuk meningkatkan kemahiran menghafal sifir dalam kalangan murid sekolah rendah. Objektif projek ini adalah untuk mengenalpasti permasalahan murid dalam operasi darab, mereka bentuk dan membangunkan permainan mudah alih yang bertemakan sifir dan mengkaji kebolehgunaan aplikasi permainan mudah alih tersebut. Pembangunan aplikasi ini dijalankan dengan menggunakan model ADDIE. Terdapat seramai 20 orang responden dipilih oleh pengkaji bagI menjalani fasa penilaian untuk menguji kebolehgunaan aplikasi permainan mudah alih Sifir Run. Development of 'Sifir Run' Mathematical Mobile Game for Learning Multiplication Topics in Primary School Students Abstract: The field of mobile games in this era has accelerated the evolution of education and also developed cognitive, spatial and motor skills (skills) as well as improve ICT skills. The development of ICT and technology has provided many opportunities and spaces to be explored in the field of mobile gaming. Sifir Run is a mobile game application themed on learning ciphers. The development of this application aims to improve the skills of memorizing ciphers among primary school students. The objective of this project is to identify students' problems in multiplication operations, design and develop cipher -themed mobile games and study the usability of such mobile game applications. The development of this application was carried out using the ADDIE model. A total of 20 respondents were selected by the researcher to undergo the evaluation phase to test the usability of the Sifir Run mobile game application. Keywords: Educational Games, Mobile Computer Games, Multiplication.
当今时代的多媒体教学不仅促进了教育的发展,而且还提高了认知能力、空间能力和运动(技能)能力,同时也促进了信息和通信技术的发展。信息和通信技术与科技的结合使许多人都有了更多的时间和精力去学习。Sifir Run 是一款可用于所有语言的应用程序。该应用程序可帮助您在普通教育学校中提高学生的学习成绩。本项目的目标是,通过在学校开展业务,为学生提供许可,使他们了解和熟悉学校的教学工作,并在此基础上开发教学平台。该项目采用 ADDIE 模型。目前有 20 名响应者参与了 "Sifir Run "项目。开发 "Sifir Run "数学手机游戏,帮助小学生学习乘法口诀 摘要:当今时代,手机游戏领域加速了教育的发展,同时也发展了认知、空间和运动技能(技巧),并提高了信息和通信技术(ICT)技能。信息与传播技术和科技的发展为手机游戏领域提供了许多可开发的机会和空间。Sifir Run 是一款以学习密码为主题的手机游戏应用程序。开发这一应用程序的目的是提高小学生记忆密码的技能。本项目的目标是找出学生在乘法运算方面存在的问题,设计和开发以密码为主题的手机游戏,并研究此类手机游戏应用程序的可用性。该应用软件的开发采用了 ADDIE 模型。研究人员共选取了 20 名受访者进行评估,以测试 Sifir Run 手机游戏应用程序的可用性。关键词教育游戏 移动电脑游戏 乘法
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Pub Date : 2021-12-29DOI: 10.36079/lamintang.jetas-0303.318
Noralia Akilah Salman, Roznim Mohamad Rasli
Teknologi multimedia interaktif telah menyumbang kepada proses pengajaran dan pembelajaran yang lebih efektif khususnya dalam penggunaan perisian instruksional koswer. Tujuan kajian ini adalah untuk membangunkan koswer multimedia interaktif bagi pelajar universiti untuk mempelajari dengan lebih mendalam berkenaan komputer yang bertajuk Discovering Computer. Koswer ini dibangunkan dengan menggunakan metodologi ADDIE yang terdiri daripada modul pelajar, video pembelajaran dan koleksi latihan. Pengujian kebolehgunaan meliputi isi kandungan kursus, kebolehcapaian, reka bentuk antara muka dan kebolehfungsian dijalankan dengan menggunakan kaedah tinjauan kuantitatif yang melibatkan seramai 33 orang sampel. Sasaran utama koswer ini ialah pelajar universiti yang berumur di antara 18 tahun ke 25 tahun sahaja. Dapatan menunjukkan bahawa kandungan pembelajaran di dalam koswer ini adalah lebih menarik dan interatif berbanding pembelajaran menggunakan teknik pengajaran tradisional iaitu berasaskan buku. Selain itu, pengguna koswer ini dapat meningkatkan mutu dan prestasi pengajaran dan pembelajaran (bahan bantu mengajar) dan juga meningkatkan pengalaman dan motivasi pelajar. Web-Based Interactive Multimedia Courseware for the ‘Discovering Computer’ in the Self-Learning Strategies Concept Abstract: Interactive multimedia technology has contributed to a more effective teaching and learning process, especially in the use of instructional software. The purpose of this study is to develop an interactive multimedia courseware for university students to learn more about computer entitle Discovering Computer. This courseware is developed by using the ADDIE methodology comprises of student modules, learning videos and a collection of exercises. Software Usability testing consist of course content, accessibility, interface design and functionality were evaluated using a quantitative survey method that involving 33 samples respondents by student in different categories. The main target of this study is university student‘s aged between 18 and 25 years old. Findings indicate that the learning content in this book is more interesting and interactive than learning using traditional teaching technique, book based learning. In addition, this courseware can enhance the quality and performance of teaching and learning (teaching aids) and also improve student’s experience and motivation. Keywords: Computer Teaching and Learning, Interactive Multimedia Courseware, Self-Paced Learning Strategies, Teaching Aids.
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Pub Date : 2021-12-23DOI: 10.36079/lamintang.jetas-0303.316
Muhammad Shukri Shukri Khalid, Roznim Mohamad Rasli
Penyelidikan ini yang lebih tertumpu kepada asas salah satu bentuk peribahasa yang terdapat dalam silibus mata pelajaran bahasa Melayu iaitu simpulan bahasa. Metadologi Kajian dalam pembangunan koswer ini adalah menggunakan model ADDIE. Terdapat lima fasa terlibat dalam pembangunan koswer ini. Kaedah analisis yang digunakan fasa ini melibatkan analisis kandungan perlu difokuskan dari segi kesesuaian kandungan dan sasaran pengguna. Hal ini adalah kerana supaya koswer yang ingin dibangunkan mencukupi dan selaras dengan keperluan pengguna dari segi perisian dan perkakasan. Perisian yang digunakan adalah seperti Microsoft Words dan Microsoft Powerpoint dan perisian lain yang berkaitan seperti server dan sebagainya. Keberhasilan produk akan diuji melalui Technology Acceptance Model (TAM) yang digunakan dalam fasa penilaian yang akan menilai dari segi kebolehgunaan. Tegasnya, koswer ini juga dibangunkan untuk memudahkan pengajaran bagi pengajar atau guru-guru yang mengajar murid sekolah dan mengimplementasikan penggunaan multimedia dalam proses PdP. Ini bertujuan untuk menarik minat murid sekolah dalam proses mengenali simpulan bahasa dan seterusnya memudahkan proses PdP di dalam kelas. Impaknya, diharapkan koswer ini dapat memahirkan murid-murid sekolah terhadap penggunaan simpulan bahasa dalam sesi PdP dan kehidupan seharian. MYSIMBA: Interactive Multimedia Learning Courseware for Grade 6 Students' Idioms Learning Abstract: This research is more focused on basic one form of proverbs found in the Malay language syllabus of idioms. Research Methodology in the development of this courseware is using the ADDIE model. There are several phases involved in the development of this course. The method of analysis used in this phase involves content analysis should be focused in terms of content suitability and target users. This is because so that the courseware to be developed is adequate and in line with the needs of users in terms of software and hardware. The software used is like Microsoft Words and Microsoft Powerpoint and other related software such as servers and so on. Product success will be tested through the Technology Acceptance Model (TAM) used in the evaluation phase which will evaluate in terms of usability. Strictly speaking, this courseware was also developed to facilitate teaching for teachers or teachers who teach school children and implement the use of multimedia in the PdP process. This aims to attract school students in the process of recognizing idioms and further facilitate the PdP process in the classroom. As a result, it is hoped that this course will be able to educate school children on the use of idioms in PdP sessions and daily life. Keywords: ADDIE, Courseware, Instructional Technology.
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Pub Date : 2021-12-21DOI: 10.36079/lamintang.jetas-0303.292
Farah Izzati Md Rashid, Mohd Hishamuddin Abdul Rahman
Aplikasi Pocket Lingua Sign ini merupakan satu aplikasi yang dibangunkan untuk membantu masyarakat yang ingin mempelajari dan memahami Bahasa isyarat pada peringkat awal. Perkara ini juga memberi pendedahan kepada orang yang kurang mengetahui berkenaan Bahasa isyarat. Untuk projek ini, sistem ini menggunakan model ADDIE. Antara kelebihan menggunakan model ADDIE ini ialah dapat menyusun projek ini mengikut kerangka masa yang ditetapkan. Bedasarkan kaedah analisis yang dilaksanakan projek ini menumpukan kepada pembelajaran asas Bahasa isyarat. Pengujian telah dijalankan melalui pengedaran soal selidik di dalam bentuk Goofle Form. Kebanyakan pengguna bersetuju dengan aplikasi ini. Aplikasi Pocket Lingua Sign ini juga menggunakan media interaktif seperti video dan gambar. Hal ini kerana, penggunaan sebegini lebih mempercepatkan proses pemahaman pembelajaran terutama secara visual. Pada masa akan datang, diharapkan aplikasi ini mempunayi lebih banyak maklumat supaya pengguna lebih berpuas hati. Secara kesimpulannya, aplikasi ini dapat memudahkan pengguna untuk mencari bahan maklumat berkenaan Bahasa isyarat tangan. Development of "Pocket Lingua Sign" Mobile Application for Sign Language Learning Abstract: This Pocket Lingua Sign application is an application developed to help people who want to learn and understand sign language at an early stage. This also gives exposure to people who do not know much about sign language. For this project, the system uses the ADDIE model. Among the advantages of using this ADDIE model is to be able to organize this project according to a set time frame. Based on the analytical method implemented, this project focuses on the basic learning of sign language. Testing was conducted through the distribution of questionnaires in the form of Goofle Form. Most users agree with this application. The Pocket Lingua Sign application also uses interactive media such as videos and images. This is because, such use speeds up the process of understanding learning, especially visually. In the future, it is hoped that this application has more information so that users are more satisfied. In conclusion, this application can make it easier for users to find information materials regarding hand sign language. Keywords: Learning Tool, Mobile Application, Sign Language.
这款 Pocket Lingua Sign 应用程序的开发目的是帮助想要学习和了解手语的人尽早掌握手语。本案例还让对手语了解较少的人接触到手语。在本项目中,该系统使用了 ADDIE 模型。使用 ADDIE 模式的优点之一是可以根据设定的时间框架来组织本项目。根据分析方法,本项目侧重于手语的基础学习。通过分发 Goofle 表格形式的研究问题进行了测试。大多数用户对该应用程序表示赞同。该 Pocket Lingua Sign 应用程序还使用了视频和图片等互动媒体。这是因为,这样的使用更能加快理解学习的过程,尤其是视觉上的理解。今后,我们希望该应用程序能提供更多信息,让用户更加满意。总之,该应用程序可以使用户更容易地找到有关手语的信息资料。为手语学习开发 "Pocket Lingua Sign "移动应用程序 摘要:Pocket Lingua Sign 应用程序的开发旨在帮助那些希望学习和了解手语的人。它还能让不太了解手语的人接触到手语。在该项目中,系统采用了 ADDIE 模型。使用 ADDIE 模式的优点之一是能够按照设定的时间框架组织该项目。根据实施的分析方法,本项目侧重于手语的基础学习。通过发放 Goofle 表格形式的问卷进行了测试。大多数用户对该应用程序表示赞同。Pocket Lingua Sign 应用程序还使用了视频和图片等互动媒体。这是因为,这种使用加快了理解学习的过程,尤其是视觉上的理解。今后,希望该应用程序能提供更多信息,让用户更加满意。总之,该应用程序可以让用户更容易地找到有关手语的信息资料。关键词学习工具 移动应用 手语
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Pub Date : 2021-12-21DOI: 10.36079/lamintang.jetas-0303.298
Madschen Sia Mei Ol Siska Selvija Tambun
Pandemi Covid-19 telah menjadi perhatian di seluruh dunia. Kebijakan dalam rangka pencegahan penyebaran virus seperti pembelajaran online juga diberlakukan pada mahasiswa. Mahasiswa yang mengikuti pembelajaran online mayoritas mengalami keluhan musculoskeletal pada bagian tubuh seperti leher, bahu, punggung dan pinggang. Metode penelitian ini adalah literatur review dengan menghasilkan 14 artikel penelitian. Keluhan musculoskeletal apabila tidak ditindaklanjuti maka akan berdampak jangka panjang seperti gangguan tidur dan kecacatan. Musculoskeletal Disorders in Students During Covid-19 Pandemic: Literature Review Abstract: COVID-19 pandemic has become an international concern. Policies to prevent the spread of disease, such as learning from home, are applied to university students. The majority of students who take online learning experience musculoskeletal complaints in body parts such as the neck, shoulders, back and waist. This research method is literature review by producing 14 research articles. Musculoskeletal complaints if not followed up will have long-term impacts such as sleep disturbances and disability. Keywords: Covid-19, Muscuoskeletal Disorders, Online Learning, Student.
{"title":"Keluhan Musculoskeletal Pada Mahasiswa Selama Pandemi Covid-19: Literatur Review","authors":"Madschen Sia Mei Ol Siska Selvija Tambun","doi":"10.36079/lamintang.jetas-0303.298","DOIUrl":"https://doi.org/10.36079/lamintang.jetas-0303.298","url":null,"abstract":"Pandemi Covid-19 telah menjadi perhatian di seluruh dunia. Kebijakan dalam rangka pencegahan penyebaran virus seperti pembelajaran online juga diberlakukan pada mahasiswa. Mahasiswa yang mengikuti pembelajaran online mayoritas mengalami keluhan musculoskeletal pada bagian tubuh seperti leher, bahu, punggung dan pinggang. Metode penelitian ini adalah literatur review dengan menghasilkan 14 artikel penelitian. Keluhan musculoskeletal apabila tidak ditindaklanjuti maka akan berdampak jangka panjang seperti gangguan tidur dan kecacatan. \u0000 \u0000Musculoskeletal Disorders in Students During Covid-19 Pandemic: Literature Review \u0000Abstract: COVID-19 pandemic has become an international concern. Policies to prevent the spread of disease, such as learning from home, are applied to university students. The majority of students who take online learning experience musculoskeletal complaints in body parts such as the neck, shoulders, back and waist. This research method is literature review by producing 14 research articles. Musculoskeletal complaints if not followed up will have long-term impacts such as sleep disturbances and disability. \u0000Keywords: Covid-19, Muscuoskeletal Disorders, Online Learning, Student.","PeriodicalId":310001,"journal":{"name":"Journal of Engineering, Technology, and Applied Science","volume":"7 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2021-12-21","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"129326856","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Pub Date : 2021-08-28DOI: 10.36079/lamintang.jetas-0302.256
Salini Krishna Pillai, N. Iksan, Harleny Binti Abd Arif, Ismail Yusuf Panessai, Azmi Shawkat Abdulbaqie, A. Yani, Ismail
Krisis global pasca merebaknya epidemi Covid-19 berdampak pada proses belajar mengajar (PdP). Masalah utama pdP selama epidemi Covid-19 adalah keterbatasan dalam melakukan kegiatan tatap muka di dalam kelas. Oleh karena itu, diperlukan bantuan pembelajaran agar PdP dapat berjalan optimal meskipun tidak ada interaksi tatap muka antara guru dan siswa. Penelitian ini menyoroti penerapan Augmented Reality untuk mendukung pembelajaran jarak jauh dalam situasi epidemi Covid-19, khususnya dalam topik seni ukiran kayu. Aplikasi selular AR Wood Carving Art menggunakan model desain ADDIE. Aplikasi seluler AR Wood Carving Art dievaluasi berdasarkan kegunaannya (ease of use). Berdasarkan hasil penelitian, responden menyetujui bahwa aplikasi selular AR Wood Craving Art berguna dan aplikasi menghemat waktu ketika pengguna menggunakannya sehingga aplikasi selular AR Wood Craving Art efektif digunakan dalam pembelajaran yang membuat pengguna lebih produktif, kreatif, dan inovatif.
{"title":"Kemudahan Penggunaan Augmented Reality sebagai Alat Bantu Pembelajaran Online bagi Meningkatkan Kinerja dan Prestasi Siswa Dalam Seni Ukiran Kayu","authors":"Salini Krishna Pillai, N. Iksan, Harleny Binti Abd Arif, Ismail Yusuf Panessai, Azmi Shawkat Abdulbaqie, A. Yani, Ismail","doi":"10.36079/lamintang.jetas-0302.256","DOIUrl":"https://doi.org/10.36079/lamintang.jetas-0302.256","url":null,"abstract":"Krisis global pasca merebaknya epidemi Covid-19 berdampak pada proses belajar mengajar (PdP). Masalah utama pdP selama epidemi Covid-19 adalah keterbatasan dalam melakukan kegiatan tatap muka di dalam kelas. Oleh karena itu, diperlukan bantuan pembelajaran agar PdP dapat berjalan optimal meskipun tidak ada interaksi tatap muka antara guru dan siswa. Penelitian ini menyoroti penerapan Augmented Reality untuk mendukung pembelajaran jarak jauh dalam situasi epidemi Covid-19, khususnya dalam topik seni ukiran kayu. Aplikasi selular AR Wood Carving Art menggunakan model desain ADDIE. Aplikasi seluler AR Wood Carving Art dievaluasi berdasarkan kegunaannya (ease of use). Berdasarkan hasil penelitian, responden menyetujui bahwa aplikasi selular AR Wood Craving Art berguna dan aplikasi menghemat waktu ketika pengguna menggunakannya sehingga aplikasi selular AR Wood Craving Art efektif digunakan dalam pembelajaran yang membuat pengguna lebih produktif, kreatif, dan inovatif.","PeriodicalId":310001,"journal":{"name":"Journal of Engineering, Technology, and Applied Science","volume":"91 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2021-08-28","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"125394669","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Pub Date : 2021-08-28DOI: 10.36079/lamintang.jetas-0302.258
Vyacheslav Lyashenko, Oleksandr Bilotserkivskyi, I. Pyvavar, Hryhorii Kots
Unconventional methods of analysis are a good tool for studying new trends and phenomena. One of these objects of research is the cryptocurrency market. The paper shows the possibility and feasibility of applying the ideology of wavelets to analyze the dynamics of prices for cryptocurrencies. For this, the methodology of wavelet coherence is used. This methodology has been applied to various cryptocurrency pairs. The calculation results for real data are presented. It is shown that the results obtained agree with the theoretical conclusions and research results of other authors.
{"title":"Mutual Dynamics of Certain Types of Bitcoin: Data from Wavelet Coherence","authors":"Vyacheslav Lyashenko, Oleksandr Bilotserkivskyi, I. Pyvavar, Hryhorii Kots","doi":"10.36079/lamintang.jetas-0302.258","DOIUrl":"https://doi.org/10.36079/lamintang.jetas-0302.258","url":null,"abstract":"Unconventional methods of analysis are a good tool for studying new trends and phenomena. One of these objects of research is the cryptocurrency market. The paper shows the possibility and feasibility of applying the ideology of wavelets to analyze the dynamics of prices for cryptocurrencies. For this, the methodology of wavelet coherence is used. This methodology has been applied to various cryptocurrency pairs. The calculation results for real data are presented. It is shown that the results obtained agree with the theoretical conclusions and research results of other authors.","PeriodicalId":310001,"journal":{"name":"Journal of Engineering, Technology, and Applied Science","volume":"31 2 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2021-08-28","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"116317008","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Pub Date : 2021-08-28DOI: 10.36079/lamintang.jetas-0302.234
Alvin Rangga Novaliyan, Atman Lucky Fernandes, Pratiwi Hendro Wahyudiono, Maria Olva, Afdal Suganda, Ismail, N. Iksan, A. Yani, Ismail Yusuf Panessai
Setiap kampus atau perguruan tinggi memiliki satu layanan yang disebut bimbingan dan konseling. Peran ini dipegang oleh dosen penasehat akademik. Beban kerja dosen penasehat akademik menjadi tinggi ketika rasio jumlah dosen dan mahasiswa rendah. Untuk meringankan beban kerja dosen penasehat akademik maka dibuat sebuah sistem pakar yang dapat memudahkan mahasiswa dan dosen penasehat akademik dalam mengatasi permasalahan yang ada. Pembangunan sitem pakar ini menggunakan metode pengembangan Expert System Development Life Cycle (ESDLC). Aplikasi yang dibangunkan kemudian diujikan kepada mahasiswa Teknik Informatika di Universitas Ibnu Sina. Pengujian meliputi uji Black Box. Dari evaluasi pengguna diperoleh hasil bahwa sistem pakar yang dibangunkan dapat digunakan untuk menangani masalah-masalah seperti yang telah disimpan dalam daftar data masalah dan solusi. Tampilan estetika sistem harus diperbaiki agar pengguna tertarik untuk menggunakannya. Beberapa pengguna mengusulkan elemen multimedia dimasukkan dalam tampilan sistem pakar yang dibangunkan agar tampilannya lebih menarik. Student Guidance and Counseling based on Expert System Using Certainty Factor Method Abstract: Every campus or college has one service called guidance and counseling. This role is held by the academic advisory lecturer. The workload of academic advisory lecturers becomes high when the ratio of the number of lecturers to students is low. To ease the workload of academic advisory lecturers, an expert system is made that can facilitate students and academic advisory lecturers in overcoming existing problems. The development of this expert system uses the Expert System Development Life Cycle (ESDLC) development method. The application that was developed was then tested on Informatics Engineering students at Ibn Sina University. Tests include the Black Box tests. From the evaluation of the user obtained the results that the developed expert system can be used to deal with problems such as those that have been stored in the list of problem data and solutions. The aesthetic appearance of the system must be improved in order for users to be interested in using it. Some users suggest multimedia elements be included in the developed expert system view to make it look more attractive. Keywords: Guidance and Counseling, Certanty Factor, Expert Systems.
{"title":"Bimbingan dan Konseling Mahasiswa yang Berbasis Sistem Pakar dengan Menggunakan Metode Faktor Kepastian","authors":"Alvin Rangga Novaliyan, Atman Lucky Fernandes, Pratiwi Hendro Wahyudiono, Maria Olva, Afdal Suganda, Ismail, N. Iksan, A. Yani, Ismail Yusuf Panessai","doi":"10.36079/lamintang.jetas-0302.234","DOIUrl":"https://doi.org/10.36079/lamintang.jetas-0302.234","url":null,"abstract":"Setiap kampus atau perguruan tinggi memiliki satu layanan yang disebut bimbingan dan konseling. Peran ini dipegang oleh dosen penasehat akademik. Beban kerja dosen penasehat akademik menjadi tinggi ketika rasio jumlah dosen dan mahasiswa rendah. Untuk meringankan beban kerja dosen penasehat akademik maka dibuat sebuah sistem pakar yang dapat memudahkan mahasiswa dan dosen penasehat akademik dalam mengatasi permasalahan yang ada. Pembangunan sitem pakar ini menggunakan metode pengembangan Expert System Development Life Cycle (ESDLC). Aplikasi yang dibangunkan kemudian diujikan kepada mahasiswa Teknik Informatika di Universitas Ibnu Sina. Pengujian meliputi uji Black Box. Dari evaluasi pengguna diperoleh hasil bahwa sistem pakar yang dibangunkan dapat digunakan untuk menangani masalah-masalah seperti yang telah disimpan dalam daftar data masalah dan solusi. Tampilan estetika sistem harus diperbaiki agar pengguna tertarik untuk menggunakannya. Beberapa pengguna mengusulkan elemen multimedia dimasukkan dalam tampilan sistem pakar yang dibangunkan agar tampilannya lebih menarik. \u0000Student Guidance and Counseling based on Expert System Using Certainty Factor Method \u0000Abstract: Every campus or college has one service called guidance and counseling. This role is held by the academic advisory lecturer. The workload of academic advisory lecturers becomes high when the ratio of the number of lecturers to students is low. To ease the workload of academic advisory lecturers, an expert system is made that can facilitate students and academic advisory lecturers in overcoming existing problems. The development of this expert system uses the Expert System Development Life Cycle (ESDLC) development method. The application that was developed was then tested on Informatics Engineering students at Ibn Sina University. Tests include the Black Box tests. From the evaluation of the user obtained the results that the developed expert system can be used to deal with problems such as those that have been stored in the list of problem data and solutions. The aesthetic appearance of the system must be improved in order for users to be interested in using it. Some users suggest multimedia elements be included in the developed expert system view to make it look more attractive. \u0000Keywords: Guidance and Counseling, Certanty Factor, Expert Systems.","PeriodicalId":310001,"journal":{"name":"Journal of Engineering, Technology, and Applied Science","volume":"15 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2021-08-28","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"126033187","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Pub Date : 2021-08-28DOI: 10.36079/lamintang.jetas-0302.235
Fauzan, Abdul Rohmad Basar, Maria Olva, Pratiwi Hendro Wahyudiono, N. Iksan, A. Yani
PT. Epson Batam (PEB) adalah perusahaan multinasional dengan jumlah karyawan lebih dari 3000 orang. Banyaknya tamu (non-karyawan) yang datang ke PT. Epson Batam setiap harinya seperti kunjungan dari instansi pemerintah, partner perusahaan, vendor dan supplier, menyebabkan adanya kebutuhan terhadap aplikasi khusus yang dapat memudahkan perusahaan dalam mengelola data-data para tamu yang berkunjung ke perusahaan dan memudahkan pihak pengaman perusahaan dalam melakukan pencatatan dan rekap tamu yang berkunjung. Penelitian ini bertujuan untuk merancang sebuah sistem informasi pengelolaan pengunjung di masa pandemik Covid-19. Berdasarkan maklum balas dari pengguna disimpulkan bahwa sistem yang dibangunkan bisa digunakan dan berfungsi dengan baik tetapi perlu pengembangan yang memungkinkan sistem informasi terintegrasi dengan alat pengukur suhu. Visitor Management Information System during the Covid-19 Pandemic Abstract: PT. Epson Batam (PEB) is a multinational company with more than 3000 employees. The number of guests (non-employees) who come to PT. Epson Batam every day such as visits from government agencies, company partners, vendors and suppliers, causes the need for special applications that can make it easier for companies to manage the data of guests who visit the company and make it easier for company security to record and recap guests who visit the company. This study aims to design a visitor management information system during the Covid-19 pandemic. Based on the feedback from users, it is concluded that the system developed can be used and functions well but needs development that allows an integrated information system with temperature measuring devices. Keywords: Covid-19, Information System, Management Visitor.
{"title":"Sistem Informasi Pengelolaan Pengunjung Pada Saat Pandemik Covid-19","authors":"Fauzan, Abdul Rohmad Basar, Maria Olva, Pratiwi Hendro Wahyudiono, N. Iksan, A. Yani","doi":"10.36079/lamintang.jetas-0302.235","DOIUrl":"https://doi.org/10.36079/lamintang.jetas-0302.235","url":null,"abstract":"PT. Epson Batam (PEB) adalah perusahaan multinasional dengan jumlah karyawan lebih dari 3000 orang. Banyaknya tamu (non-karyawan) yang datang ke PT. Epson Batam setiap harinya seperti kunjungan dari instansi pemerintah, partner perusahaan, vendor dan supplier, menyebabkan adanya kebutuhan terhadap aplikasi khusus yang dapat memudahkan perusahaan dalam mengelola data-data para tamu yang berkunjung ke perusahaan dan memudahkan pihak pengaman perusahaan dalam melakukan pencatatan dan rekap tamu yang berkunjung. Penelitian ini bertujuan untuk merancang sebuah sistem informasi pengelolaan pengunjung di masa pandemik Covid-19. Berdasarkan maklum balas dari pengguna disimpulkan bahwa sistem yang dibangunkan bisa digunakan dan berfungsi dengan baik tetapi perlu pengembangan yang memungkinkan sistem informasi terintegrasi dengan alat pengukur suhu. \u0000Visitor Management Information System during the Covid-19 Pandemic \u0000Abstract: PT. Epson Batam (PEB) is a multinational company with more than 3000 employees. The number of guests (non-employees) who come to PT. Epson Batam every day such as visits from government agencies, company partners, vendors and suppliers, causes the need for special applications that can make it easier for companies to manage the data of guests who visit the company and make it easier for company security to record and recap guests who visit the company. This study aims to design a visitor management information system during the Covid-19 pandemic. Based on the feedback from users, it is concluded that the system developed can be used and functions well but needs development that allows an integrated information system with temperature measuring devices. \u0000Keywords: Covid-19, Information System, Management Visitor.","PeriodicalId":310001,"journal":{"name":"Journal of Engineering, Technology, and Applied Science","volume":"149 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2021-08-28","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"117303788","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Pub Date : 2021-08-28DOI: 10.36079/lamintang.jetas-0302.261
Anis Syuhada Shaharom, Mohd Hishamuddin Abdul Rahman
Kajian ini bertujuan untuk membangunkan sebuah aplikasi mudah alih, Algoritma Bersama Algo untuk pelajar tingkatan 1 yang mengambil subjek Asas Sains Komputer bagi topik Algoritma. Pembangunan aplikasi ini berasaskan kepada permasalahan yang berlaku dalam kalangan guru mahupun pelajar yang sukar untuk mencari bahan rujukan. Pembangunan aplikasi ini dapat membantu para guru dan pelajar dengan menerapkan elemen-elemen multimedia dan teknologi maklumat. Seterusnya, kajian ini juga mengkaji persepsi pelajar dan guru terhadap penggunaan aplikasi dalam pembelajaran bab Algoritma. Metodologi kajian yang digunakan sebagai panduan dalam pembangunan aplikasi ini adalah ADDIE. Data kajian dikumpul dengan menggunakan soal selidik yang diedarkan kepada guru dan pelajar melalui Google Form. Hasil dapatan kajian memperlihatkan majoriti pelajar dapat menggunakan aplikasi dengan baik dan menarik minat pelajar untuk belajar. Cadangan pada masa akan datang adalah dalam menghasilkan sesuatu produk pembangun perlu kreatif dalam menerapkan elemen multimedia dalam menarik minat pengguna. Kesimpulan daripada kajian menunjukkan pembelajaran yang menarik mampu dijalankan walaupun diluar bilik darjah dengan menggunakan aplikasi mudah alih yang disediakan.. Usefulness of the 'Algoritma bersama Algo' for Learning Algorithm Topic in Asas Sains Komputer Subjects Abstract: This study aim to develop a mobile application, “Algoritma bersama Algo” for Form 1’s student taking “Asas Sains Komputer” in Algorithm topic. This application development based on problem that occurred within both teacher and student that having dificulity in searching reference materials. This application can help both teacher and student to applied multimedia and information technology elements. Next, this study also examines the perceptions of students and teachers to use this application in learning about algorithm. Methodology used as guide in development of this application is ADDIE model. Data collected using questionnaires which distributed to students through Google Forms. The result showed that majority students can use application properly and it attract students to learn. Suggestion for the future is to produce a creative product as developer needs to implement multimedia elements to interest users. As conclusion, the study showed interesting learning can be carried out even outside the classroom using mobile applications that were develop. Keywords: Learning Tool, Algorithm, Mobile Application.
{"title":"Keberkesanan Aplikasi Mudah Alih ‘Algoritma bersama Algo’ bagi Pembelajaran Topik Algoritma dalam Subjek Asas Sains Komputer","authors":"Anis Syuhada Shaharom, Mohd Hishamuddin Abdul Rahman","doi":"10.36079/lamintang.jetas-0302.261","DOIUrl":"https://doi.org/10.36079/lamintang.jetas-0302.261","url":null,"abstract":"Kajian ini bertujuan untuk membangunkan sebuah aplikasi mudah alih, Algoritma Bersama Algo untuk pelajar tingkatan 1 yang mengambil subjek Asas Sains Komputer bagi topik Algoritma. Pembangunan aplikasi ini berasaskan kepada permasalahan yang berlaku dalam kalangan guru mahupun pelajar yang sukar untuk mencari bahan rujukan. Pembangunan aplikasi ini dapat membantu para guru dan pelajar dengan menerapkan elemen-elemen multimedia dan teknologi maklumat. Seterusnya, kajian ini juga mengkaji persepsi pelajar dan guru terhadap penggunaan aplikasi dalam pembelajaran bab Algoritma. Metodologi kajian yang digunakan sebagai panduan dalam pembangunan aplikasi ini adalah ADDIE. Data kajian dikumpul dengan menggunakan soal selidik yang diedarkan kepada guru dan pelajar melalui Google Form. Hasil dapatan kajian memperlihatkan majoriti pelajar dapat menggunakan aplikasi dengan baik dan menarik minat pelajar untuk belajar. Cadangan pada masa akan datang adalah dalam menghasilkan sesuatu produk pembangun perlu kreatif dalam menerapkan elemen multimedia dalam menarik minat pengguna. Kesimpulan daripada kajian menunjukkan pembelajaran yang menarik mampu dijalankan walaupun diluar bilik darjah dengan menggunakan aplikasi mudah alih yang disediakan.. \u0000 \u0000Usefulness of the 'Algoritma bersama Algo' for Learning Algorithm Topic in Asas Sains Komputer Subjects \u0000Abstract: This study aim to develop a mobile application, “Algoritma bersama Algo” for Form 1’s student taking “Asas Sains Komputer” in Algorithm topic. This application development based on problem that occurred within both teacher and student that having dificulity in searching reference materials. This application can help both teacher and student to applied multimedia and information technology elements. Next, this study also examines the perceptions of students and teachers to use this application in learning about algorithm. Methodology used as guide in development of this application is ADDIE model. Data collected using questionnaires which distributed to students through Google Forms. The result showed that majority students can use application properly and it attract students to learn. Suggestion for the future is to produce a creative product as developer needs to implement multimedia elements to interest users. As conclusion, the study showed interesting learning can be carried out even outside the classroom using mobile applications that were develop. \u0000Keywords: Learning Tool, Algorithm, Mobile Application.","PeriodicalId":310001,"journal":{"name":"Journal of Engineering, Technology, and Applied Science","volume":"19 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2021-08-28","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"114419539","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}