Anas Husain, Abdelhafez Qasem Al-Shayeb, Fayez Saleem Khazalah
Aim/Purpose: The study aimed to investigate the effect of using the gamified flipped classroom instructional method on the students’ overall achievement compared to the traditional non-gamified, non-gamified flipped classroom, and traditional gamified instructional methods. Background: Flipped classroom is helpful to address limited class time, implement different pedagogies, and help students better attain their learning outcomes and improve their academic achievement. Motivating and encouraging students to perform or complete flipped learning activities is a challenging issue affecting the success of the flipped classroom. This research posits that gamification presents a promising solution, and adding gamification to the flipped classroom is important for its success. However, little is known about the effects of integrating gamification into flipped learning without sufficient results to generalize. Pedagogical designs with appropriate theoretical foundations should be added to the literature on flipped learning and gamification. This research proposes a learning model that combines gamification within flipped classroom via quizzes online platform with the main flow theory requirements. The purpose of this combination is to motivate and engage learners in flipped classroom activities. Methodology: The data were collected from 101 undergraduate students in a database management course at Al al-Bayt University in Jordan. The students were assigned to four different instructional methods according to their preferences (traditional non-gamified, non-gamified flipped, traditional gamified, and gamified flipped classroom). A study with a quasi-experimental factorial design was carried out using midterm and final exam instruments to assess the students’ overall achievement. Two-way factorial ANOVA was employed to examine the main effect of the instructional method, student gender, and the interaction effect on students’ overall achievement. Bonferroni’s multiple comparisons test was carried out to compare and determine which instructional method had the main effect and achieved the best grades among test groups. Contribution: The current study proposed a gamified flipped learning model guided by the theoretical foundations of flow theory. This study offers a novel contribution to the literature by illustrating the importance of employing gamification in the flipped classroom and how the gamified flipped instructional method affects student achievement, especially when appropriate gamification design and careful game element selection. The effects reported by this study provide empirical evidence and valuable insights for researchers, practitioners, and educators about the issues of gamified flipped classroom and guide instructional designers to apply appropriate game elements. Findings: The findings showed that the gamified flipped group outperformed the other three groups and significantly improved students’ overall achievement with a large effect
目的:本研究旨在调查游戏化翻转课堂教学方法与传统非游戏化、非游戏化翻转课堂和传统游戏化教学方法相比,对学生整体成绩的影响。背景:翻转课堂有助于解决课堂时间有限的问题,实施不同的教学方法,帮助学生更好地获得学习成果,提高学业成绩。如何激励和鼓励学生进行或完成翻转学习活动,是影响翻转课堂成功与否的一个具有挑战性的问题。本研究认为,游戏化是一种很有前途的解决方案,将游戏化加入翻转课堂对其成功至关重要。然而,对于将游戏化融入翻转学习的效果知之甚少,没有足够的结果来概括。在有关翻转学习和游戏化的文献中,应增加具有适当理论基础的教学设计。本研究提出了一种结合在线测验平台的翻转课堂游戏化与主流流理论要求的学习模式。这种结合的目的是激励和吸引学习者参与翻转课堂活动。方法:数据收集自约旦Al Al - bayt大学数据库管理课程的101名本科生。根据学生的喜好,他们被分配到四种不同的教学方法(传统的非游戏化、非游戏化的翻转课堂、传统的游戏化和游戏化的翻转课堂)。本研究采用准实验因子设计,利用期中和期末考试工具评估学生的整体成绩。采用双因子方差分析检验教学方法、学生性别、互动效应对学生综合成绩的主效应。采用Bonferroni多重比较测验,比较各组中哪一种教学方法效果主要、成绩最好。贡献:本研究提出了一个以心流理论为理论基础的游戏化翻转学习模型。本研究通过说明在翻转课堂中使用游戏化的重要性,以及游戏化翻转教学方法如何影响学生的成绩,特别是在适当的游戏化设计和仔细的游戏元素选择时,为文献提供了新颖的贡献。本研究报告的效果为研究人员、实践者和教育工作者提供了关于游戏化翻转课堂问题的经验证据和有价值的见解,并指导教学设计师应用适当的游戏元素。研究结果表明,游戏化翻转组表现优于其他三组,显著提高了学生的整体成绩,且效应量大。在翻转课堂教学方法中运用游戏化,通过增加学生完成翻转课堂活动的动机,提高了学生成绩总方差的23.9%。研究还发现,非游戏化翻转组的表现优于传统非游戏化组和传统游戏化组。在使用游戏化翻转课堂时,学生的性别也不是影响男女成绩的重要因素。对实践者的建议:本研究建议使用翻转课堂的教师应在课堂活动中结合其他新技术,如游戏化,而不是传统的课堂会议讨论。因此,课堂活动变得更有吸引力,增加了学生的积极性。对研究人员的建议:研究人员需要了解促进翻转学习活动的因素,以及游戏化元素的设计和实施方法,以开发新的学习模式。对社会的影响:游戏化的翻转学习可以帮助学生提高成绩,帮助教师进行课堂教学活动,从而提高高等教育的效果和效率。在翻转学习中适当地设计和使用游戏化元素可以促进和鼓励这种模式的使用。未来研究:由于游戏化的翻转课堂教学模式,应该进行更多的研究来探索和衡量学生的动机、参与和课堂合作。并建议对其他课程在不同环境变量下进行进一步的实验研究。
{"title":"Students’ Achievement in a Flipped Database Management Course: The Impact of Flow Theory Gamification Elements","authors":"Anas Husain, Abdelhafez Qasem Al-Shayeb, Fayez Saleem Khazalah","doi":"10.28945/5206","DOIUrl":"https://doi.org/10.28945/5206","url":null,"abstract":"Aim/Purpose: The study aimed to investigate the effect of using the gamified flipped classroom instructional method on the students’ overall achievement compared to the traditional non-gamified, non-gamified flipped classroom, and traditional gamified instructional methods. Background: Flipped classroom is helpful to address limited class time, implement different pedagogies, and help students better attain their learning outcomes and improve their academic achievement. Motivating and encouraging students to perform or complete flipped learning activities is a challenging issue affecting the success of the flipped classroom. This research posits that gamification presents a promising solution, and adding gamification to the flipped classroom is important for its success. However, little is known about the effects of integrating gamification into flipped learning without sufficient results to generalize. Pedagogical designs with appropriate theoretical foundations should be added to the literature on flipped learning and gamification. This research proposes a learning model that combines gamification within flipped classroom via quizzes online platform with the main flow theory requirements. The purpose of this combination is to motivate and engage learners in flipped classroom activities. Methodology: The data were collected from 101 undergraduate students in a database management course at Al al-Bayt University in Jordan. The students were assigned to four different instructional methods according to their preferences (traditional non-gamified, non-gamified flipped, traditional gamified, and gamified flipped classroom). A study with a quasi-experimental factorial design was carried out using midterm and final exam instruments to assess the students’ overall achievement. Two-way factorial ANOVA was employed to examine the main effect of the instructional method, student gender, and the interaction effect on students’ overall achievement. Bonferroni’s multiple comparisons test was carried out to compare and determine which instructional method had the main effect and achieved the best grades among test groups. Contribution: The current study proposed a gamified flipped learning model guided by the theoretical foundations of flow theory. This study offers a novel contribution to the literature by illustrating the importance of employing gamification in the flipped classroom and how the gamified flipped instructional method affects student achievement, especially when appropriate gamification design and careful game element selection. The effects reported by this study provide empirical evidence and valuable insights for researchers, practitioners, and educators about the issues of gamified flipped classroom and guide instructional designers to apply appropriate game elements. Findings: The findings showed that the gamified flipped group outperformed the other three groups and significantly improved students’ overall achievement with a large effect ","PeriodicalId":43632,"journal":{"name":"Journal of Information Technology Education-Innovations in Practice","volume":"52 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2023-01-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"134882669","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}
Soukaina Gouraguine, Mohammed Qbadou, Mohamed RAFIK, Mustapha RIAD, Khalifa Mansouri
Aim/Purpose: Our study is focused on prototyping, development, testing, and deployment of a new knowledge primitive for the humanoid robot assistant NAO, in order to enhance student visual learning by establishing a human-robot interaction. Background: This new primitive, utilizing a convolutional neural network (CNN), enables real-time recognition of handwritten digits captured by the NAO robot, a humanoid robot assistant developed by SoftBank Robotics. It is equipped with advanced capabilities, including a wide range of sensors, cameras, and interactive features. By integrating the proposed primitive, the NAO robot gains the ability to accurately recognize handwritten digits, contributing to improved student visual learning experiences. Methodology: Our developed primitive consists of the use of a convolutional neural network (CNN) so that the robot is able to recognize the handwriting of the digits present in the input image received in real-time. The NAO robot establishes interaction with the learners through a scenario based on a predefined assignment. In this scenario, NAO captures the digit handwritten by the learner via its camera, recognizes the digit using the deep learning model generated by the MNIST dataset, and announces to the learner the handwritten digit in the input image. The prototype is realized using the concept of a distributed system allowing the distribution of tasks in four different computing nodes. Contribution: Our research makes a significant contribution by equipping the humanoid robot NAO with a cognitive intelligence system through the integration of a new knowledge primitive based on handwriting digit recognition (HWDR). Our approach used to create and implement this primitive in the NAO robot is interesting and innovative, and presents a promising provision for enhancing the visual learning experience of children and young students with special needs, based on the use of distributed systems that divide the work using various components distributed over several nodes, coordinating their efforts to perform tasks more efficiently than a single device besides the NAO robot. Findings: We designed our model using specific parameters and a fully convolutional neural network architecture, which includes three residual depthwise separable convolutions, each followed by batch normalization and ReLU activation. To evaluate the performance of our model, we tested it on the MNIST dataset, where we achieved a remarkable accuracy, F1 score, and recall of 99%. An experiment was conducted to test our implemented primitive and see the effectiveness of this invention for enhancing visual learning in children with special needs. We developed a visual learning strategy based on the creation of engaging activities mediated by the NAO robot in an educational context. The results showed that participants achieved a strong commitment to the NAO robot, appreciating its ability to recognize handwritten digits and highlighting its promisin
{"title":"A New Knowledge Primitive of Digits Recognition for NAO Robot Using MNIST Dataset and CNN Algorithm for Children’s Visual Learning Enhancement","authors":"Soukaina Gouraguine, Mohammed Qbadou, Mohamed RAFIK, Mustapha RIAD, Khalifa Mansouri","doi":"10.28945/5194","DOIUrl":"https://doi.org/10.28945/5194","url":null,"abstract":"Aim/Purpose: Our study is focused on prototyping, development, testing, and deployment of a new knowledge primitive for the humanoid robot assistant NAO, in order to enhance student visual learning by establishing a human-robot interaction. Background: This new primitive, utilizing a convolutional neural network (CNN), enables real-time recognition of handwritten digits captured by the NAO robot, a humanoid robot assistant developed by SoftBank Robotics. It is equipped with advanced capabilities, including a wide range of sensors, cameras, and interactive features. By integrating the proposed primitive, the NAO robot gains the ability to accurately recognize handwritten digits, contributing to improved student visual learning experiences. Methodology: Our developed primitive consists of the use of a convolutional neural network (CNN) so that the robot is able to recognize the handwriting of the digits present in the input image received in real-time. The NAO robot establishes interaction with the learners through a scenario based on a predefined assignment. In this scenario, NAO captures the digit handwritten by the learner via its camera, recognizes the digit using the deep learning model generated by the MNIST dataset, and announces to the learner the handwritten digit in the input image. The prototype is realized using the concept of a distributed system allowing the distribution of tasks in four different computing nodes. Contribution: Our research makes a significant contribution by equipping the humanoid robot NAO with a cognitive intelligence system through the integration of a new knowledge primitive based on handwriting digit recognition (HWDR). Our approach used to create and implement this primitive in the NAO robot is interesting and innovative, and presents a promising provision for enhancing the visual learning experience of children and young students with special needs, based on the use of distributed systems that divide the work using various components distributed over several nodes, coordinating their efforts to perform tasks more efficiently than a single device besides the NAO robot. Findings: We designed our model using specific parameters and a fully convolutional neural network architecture, which includes three residual depthwise separable convolutions, each followed by batch normalization and ReLU activation. To evaluate the performance of our model, we tested it on the MNIST dataset, where we achieved a remarkable accuracy, F1 score, and recall of 99%. An experiment was conducted to test our implemented primitive and see the effectiveness of this invention for enhancing visual learning in children with special needs. We developed a visual learning strategy based on the creation of engaging activities mediated by the NAO robot in an educational context. The results showed that participants achieved a strong commitment to the NAO robot, appreciating its ability to recognize handwritten digits and highlighting its promisin","PeriodicalId":43632,"journal":{"name":"Journal of Information Technology Education-Innovations in Practice","volume":"46 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2023-01-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"136368187","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}
Aim/Purpose: The current research examined the use of digital games in the fully online learning context imposed by lockdowns in response to the COVID-19 pandemic. In particular, we sought to understand the contribution that digital games made to teacher educators and how they used digital games in their remotely delivered courses. Background: Teacher educators experienced in using digital games in their teaching were interviewed regarding the contribution digital games made to their pedagogy when they were teaching remotely during COVID-19. Methodology: This qualitative study included 34 participants who taught four-year-degree programs in 13 teacher education colleges in Israel. Contribution: This study sheds light on a sparsely researched area by examining the contribution of digital games to teacher educators' pedagogy. The study also suggests practical implications for implementing digital games for teacher educators. Findings: Many participants used digital games. Some used them extensively as an integral component of the curriculum while others used them to break up the lesson and thereby retain their students’ interest and attention. However, a small number reduced their use of digital games citing work overload. Recommendations for Practitioners: This study suggests that education systems may be able to obtain post-pandemic-related gains to further advance the use of digital games as a pedagogic strategy in teacher education in the future. Recommendation for Researchers: An additional study using a more representative sample of teacher educators would be very valuable to gauge the roll-on effects of the sudden shift to remote online learning on the use of digital games following the return to face-to-face teaching and learning. Impact on Society: The findings have implications for how the use of digital games should be addressed in teacher education at teacher colleges. Future Research: Future research can address possible contributions or challenges that teacher educators face when using digital games, for example, in a hybrid learning environment to enhance engagement and promote active learning.
{"title":"The Use of Digital Games by Teacher Educators in Colleges of Education","authors":"Orit Avidov Ungar, Merav Hayak","doi":"10.28945/5191","DOIUrl":"https://doi.org/10.28945/5191","url":null,"abstract":"Aim/Purpose: The current research examined the use of digital games in the fully online learning context imposed by lockdowns in response to the COVID-19 pandemic. In particular, we sought to understand the contribution that digital games made to teacher educators and how they used digital games in their remotely delivered courses. Background: Teacher educators experienced in using digital games in their teaching were interviewed regarding the contribution digital games made to their pedagogy when they were teaching remotely during COVID-19. Methodology: This qualitative study included 34 participants who taught four-year-degree programs in 13 teacher education colleges in Israel. Contribution: This study sheds light on a sparsely researched area by examining the contribution of digital games to teacher educators' pedagogy. The study also suggests practical implications for implementing digital games for teacher educators. Findings: Many participants used digital games. Some used them extensively as an integral component of the curriculum while others used them to break up the lesson and thereby retain their students’ interest and attention. However, a small number reduced their use of digital games citing work overload. Recommendations for Practitioners: This study suggests that education systems may be able to obtain post-pandemic-related gains to further advance the use of digital games as a pedagogic strategy in teacher education in the future. Recommendation for Researchers: An additional study using a more representative sample of teacher educators would be very valuable to gauge the roll-on effects of the sudden shift to remote online learning on the use of digital games following the return to face-to-face teaching and learning. Impact on Society: The findings have implications for how the use of digital games should be addressed in teacher education at teacher colleges. Future Research: Future research can address possible contributions or challenges that teacher educators face when using digital games, for example, in a hybrid learning environment to enhance engagement and promote active learning.","PeriodicalId":43632,"journal":{"name":"Journal of Information Technology Education-Innovations in Practice","volume":"113 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2023-01-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"136202982","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}
Aim/Purpose: This study seeks to present a learning model of discrete mathematics elements, elucidate the content of teaching, and validate the effectiveness of this learning in a digital education context. Background: Teaching discrete mathematics in the realm of digital education poses challenges, particularly in crafting the optimal model, content, tools, and methods tailored for aspiring computer science teachers. The study draws from both a comprehensive review of relevant literature and the synthesis of the authors’ pedagogical experiences. Methodology: The research utilized a system-activity approach and aligned with the State Educational Standard. It further integrated the theory of continuous education as its psychological and pedagogical foundation. Contribution: A unique model for instructing discrete mathematics elements to future computer science educators has been proposed. This model is underpinned by informative, technological, and personal competencies, intertwined with the mathematical bedrock of computer science. Findings: The study revealed the importance of holistic teaching of discrete mathematics elements for computer science teacher aspirants in line with the Informatics educational programs. An elective course, “Elements of Discrete Mathematics in Computer Science”, comprising three modules, was outlined. Practical examples spotlighting elements of mathematical logic and graph theory of discrete mathematics in programming and computer science were showcased. Recommendations for Practitioners: Future computer science educators should deeply integrate discrete mathematics elements in their teaching methodologies, especially when aligning with professional disciplines of the Informatics educational program. Recommendation for Researchers: Further exploration is recommended on the seamless integration of discrete mathematics elements in diverse computer science curricula, optimizing for varied learning outcomes and student profiles. Impact on Society: Enhancing the quality of teaching discrete mathematics to future computer science teachers can lead to better-educated professionals, driving advancements in the tech industry and contributing to societal progress. Future Research: There is scope to explore the wider applications of the discrete mathematics elements model in varied computer science sub-disciplines, and its adaptability across different educational frameworks.
{"title":"Unveiling the Digital Equation Through Innovative Approaches for Teaching Discrete Mathematics to Future Computer Science Educators","authors":"Zinagul Suranchiyeva, Bektas Bostanov, Serik Kenesbayev, Salamat Idrissov, Kuralay Turganbay","doi":"10.28945/5208","DOIUrl":"https://doi.org/10.28945/5208","url":null,"abstract":"Aim/Purpose: This study seeks to present a learning model of discrete mathematics elements, elucidate the content of teaching, and validate the effectiveness of this learning in a digital education context. Background: Teaching discrete mathematics in the realm of digital education poses challenges, particularly in crafting the optimal model, content, tools, and methods tailored for aspiring computer science teachers. The study draws from both a comprehensive review of relevant literature and the synthesis of the authors’ pedagogical experiences. Methodology: The research utilized a system-activity approach and aligned with the State Educational Standard. It further integrated the theory of continuous education as its psychological and pedagogical foundation. Contribution: A unique model for instructing discrete mathematics elements to future computer science educators has been proposed. This model is underpinned by informative, technological, and personal competencies, intertwined with the mathematical bedrock of computer science. Findings: The study revealed the importance of holistic teaching of discrete mathematics elements for computer science teacher aspirants in line with the Informatics educational programs. An elective course, “Elements of Discrete Mathematics in Computer Science”, comprising three modules, was outlined. Practical examples spotlighting elements of mathematical logic and graph theory of discrete mathematics in programming and computer science were showcased. Recommendations for Practitioners: Future computer science educators should deeply integrate discrete mathematics elements in their teaching methodologies, especially when aligning with professional disciplines of the Informatics educational program. Recommendation for Researchers: Further exploration is recommended on the seamless integration of discrete mathematics elements in diverse computer science curricula, optimizing for varied learning outcomes and student profiles. Impact on Society: Enhancing the quality of teaching discrete mathematics to future computer science teachers can lead to better-educated professionals, driving advancements in the tech industry and contributing to societal progress. Future Research: There is scope to explore the wider applications of the discrete mathematics elements model in varied computer science sub-disciplines, and its adaptability across different educational frameworks.","PeriodicalId":43632,"journal":{"name":"Journal of Information Technology Education-Innovations in Practice","volume":"109 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2023-01-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"135449850","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}
Table of Contents of the Journal of Information Technology Education: Innovations in Practice, Volume 20, 2021
《信息技术教育学报:实践中的创新》第20卷,2021年目录
{"title":"Printable Table of Contents. JITE: IIP, Volume 20, 2021","authors":"C. Cheong","doi":"10.28945/4696","DOIUrl":"https://doi.org/10.28945/4696","url":null,"abstract":"Table of Contents of the Journal of Information Technology Education: Innovations in Practice, Volume 20, 2021","PeriodicalId":43632,"journal":{"name":"Journal of Information Technology Education-Innovations in Practice","volume":"5 1","pages":""},"PeriodicalIF":1.2,"publicationDate":"2021-01-28","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"81605927","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}
The rapid development of website-based applications that can be accessed on various computer platforms and smart phones, causing the infrastructure of web application deployment, especially servers, is needed. This causes sometimes the organization needs to invest in a server. With virtualization, companies can create multiple servers on the same machine, and each server functions as an individual machine. Lightweight based virtualization or known as containers is an approach where the host operating system is shared with a virtual server which means that the parent kernel is shared with virtual servers or containers. The method used is an experimental method, this study measures the effect of a particular treatment on a variable with different treatments. Research variables carried out in the lightweight virtualization system research, including: throughput, Average Latency, response time and Dropped Request. The treatments in this study were tested with 100, 200, 250 and 300 connections simultaneously with 1000, 3000, 5000, 7000 requests.The server service design uses container-based virtualization for the webserver with 2.8 Ghz (4 core) Intel Core i7 processor specifications, 2 GB memory, 80 GB M2 SSD storage, and Gigabit Ethernet capable of handling 250 requests simultaneously, but cannot be accessed when handling 300 requests simultaneously.
{"title":"Design and Implementation of Lightweight Virtualization Using Docker Container in Distributing Web Application with Experimental Methods","authors":"Stefanus Eko Prasetyo","doi":"10.31289/JITE.V4I2.4019","DOIUrl":"https://doi.org/10.31289/JITE.V4I2.4019","url":null,"abstract":"The rapid development of website-based applications that can be accessed on various computer platforms and smart phones, causing the infrastructure of web application deployment, especially servers, is needed. This causes sometimes the organization needs to invest in a server. With virtualization, companies can create multiple servers on the same machine, and each server functions as an individual machine. Lightweight based virtualization or known as containers is an approach where the host operating system is shared with a virtual server which means that the parent kernel is shared with virtual servers or containers. The method used is an experimental method, this study measures the effect of a particular treatment on a variable with different treatments. Research variables carried out in the lightweight virtualization system research, including: throughput, Average Latency, response time and Dropped Request. The treatments in this study were tested with 100, 200, 250 and 300 connections simultaneously with 1000, 3000, 5000, 7000 requests.The server service design uses container-based virtualization for the webserver with 2.8 Ghz (4 core) Intel Core i7 processor specifications, 2 GB memory, 80 GB M2 SSD storage, and Gigabit Ethernet capable of handling 250 requests simultaneously, but cannot be accessed when handling 300 requests simultaneously.","PeriodicalId":43632,"journal":{"name":"Journal of Information Technology Education-Innovations in Practice","volume":"5 1","pages":"270-276"},"PeriodicalIF":1.2,"publicationDate":"2021-01-18","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"81931878","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}
Indonesian Government has developed technology-based information systems in their respective environments as an effort to realize public services that meet standards and achieve citizen service satisfaction, and in line with that as the government's efforts to digitize each business process in the government itself. Ministry of Religious Affairs of Batam that has developed this technology-based information system in implementing activities public services at Sekupang office, KUA, and integrated service places. This study aims to analyze the IT governance that has been applied at Ministry of Religious Affairs of Batam in providing public services. This study uses COBIT 5.0 to analyze IT governance in understanding and finding common ground between the needs of Batam citizen and the strategic plan of the Ministry of Religious Affairs of Batam, as well as how to evaluate and monitor IT governance in the actual conditions. This study uses two domains: Plan and Organize (PO) and Monitor and Evaluate (ME), based on the results of questionnaire data processing with 106 respondents, and the average value of the PO domain 3.8 and ME domain 3.9 shows that IT governance is at the Defined Process level. . Found two IT processes with a value of less than 3, namely PO8.1 and PO9.1, it is necessary to recommend improvements to quality management and risk management.
{"title":"Analysis of IT Governance COBIT 5.0 (Case Study: Ministry of Religious Affairs of Batam)","authors":"S. Suwarno","doi":"10.31289/JITE.V4I2.4020","DOIUrl":"https://doi.org/10.31289/JITE.V4I2.4020","url":null,"abstract":"Indonesian Government has developed technology-based information systems in their respective environments as an effort to realize public services that meet standards and achieve citizen service satisfaction, and in line with that as the government's efforts to digitize each business process in the government itself. Ministry of Religious Affairs of Batam that has developed this technology-based information system in implementing activities public services at Sekupang office, KUA, and integrated service places. This study aims to analyze the IT governance that has been applied at Ministry of Religious Affairs of Batam in providing public services. This study uses COBIT 5.0 to analyze IT governance in understanding and finding common ground between the needs of Batam citizen and the strategic plan of the Ministry of Religious Affairs of Batam, as well as how to evaluate and monitor IT governance in the actual conditions. This study uses two domains: Plan and Organize (PO) and Monitor and Evaluate (ME), based on the results of questionnaire data processing with 106 respondents, and the average value of the PO domain 3.8 and ME domain 3.9 shows that IT governance is at the Defined Process level. . Found two IT processes with a value of less than 3, namely PO8.1 and PO9.1, it is necessary to recommend improvements to quality management and risk management.","PeriodicalId":43632,"journal":{"name":"Journal of Information Technology Education-Innovations in Practice","volume":"10 1","pages":"277-285"},"PeriodicalIF":1.2,"publicationDate":"2021-01-18","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"83700006","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}
For retail companies such as Gramedia stores, promotion and strategies to sell books are important, so tools are needed to analyze past sales data. Gramedia does not yet have tools to analyze shopping cart patterns that aim to carry out product promotions appropriately. To promote what books should be promoted using the market basket analysis method or shopping basket analysis. The algorithm used in the data mining process is Frequent Pattern Growth (FP Growth) because it is faster in processing large data. The data analyzed is historical data on book sales from January to March 2020 which is taken randomly (random sampling). The framework used in the data mining process is the Cross Industry Standard Process for Data Mining (CRISP-DM) and the tool used is the Rapid Miner using a market basket analysis framework. With a minimum support of 0.003 and a minimum confidence 0.3 using the FP-Growth algorithm to produce an item set of 7 rules to recommend product promotions. The algorithm results are also in accordance with the business understanding phase of CRISP-DM.
{"title":"Market Basket Analysis for Books Sales Promotion using FP Growth Algorithm, Case Study : Gramedia Matraman Jakarta","authors":"F. Firmansyah, A. Yulianto","doi":"10.31289/JITE.V4I2.4539","DOIUrl":"https://doi.org/10.31289/JITE.V4I2.4539","url":null,"abstract":"For retail companies such as Gramedia stores, promotion and strategies to sell books are important, so tools are needed to analyze past sales data. Gramedia does not yet have tools to analyze shopping cart patterns that aim to carry out product promotions appropriately. To promote what books should be promoted using the market basket analysis method or shopping basket analysis. The algorithm used in the data mining process is Frequent Pattern Growth (FP Growth) because it is faster in processing large data. The data analyzed is historical data on book sales from January to March 2020 which is taken randomly (random sampling). The framework used in the data mining process is the Cross Industry Standard Process for Data Mining (CRISP-DM) and the tool used is the Rapid Miner using a market basket analysis framework. With a minimum support of 0.003 and a minimum confidence 0.3 using the FP-Growth algorithm to produce an item set of 7 rules to recommend product promotions. The algorithm results are also in accordance with the business understanding phase of CRISP-DM.","PeriodicalId":43632,"journal":{"name":"Journal of Information Technology Education-Innovations in Practice","volume":"13 1","pages":"383-392"},"PeriodicalIF":1.2,"publicationDate":"2021-01-18","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"85878131","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}
Arif Widi Atmaja, Daniel Rudiaman Sijabat, Febry Eka Purwiantono
This study aims to build an aquaponics automation tool to simplify the control of fish and vegetable cultivation. The objects that were taken in this study were nile tilapia and choy sum. In this study, testing was carried out in an aquarium and hydroponic pipe to control nutrition, water turbidity, light, pH, feed, and temperature. The main tools used to build this automation include Arduino ESP-32, GY-302 Ambient Light Intensity Sensor, DFRobot Gravity Analog pH Sensor, DS18B20 temperature sensor, 3-6V DC R140 DC motor, Relay Module6 Chanel 12V, RTC Module. DS130 and SR04 Ultrasonic Sensor. After the system testing process, it can be concluded that this tool can support the process of cultivating nile tilapia and choy sum properly and make it easier for farmers to monitor aquaponics.
{"title":"Automation of Aquaponic Choy Sum and Nile Tilapia Using Arduino Microcontroller","authors":"Arif Widi Atmaja, Daniel Rudiaman Sijabat, Febry Eka Purwiantono","doi":"10.31289/JITE.V4I2.4395","DOIUrl":"https://doi.org/10.31289/JITE.V4I2.4395","url":null,"abstract":"This study aims to build an aquaponics automation tool to simplify the control of fish and vegetable cultivation. The objects that were taken in this study were nile tilapia and choy sum. In this study, testing was carried out in an aquarium and hydroponic pipe to control nutrition, water turbidity, light, pH, feed, and temperature. The main tools used to build this automation include Arduino ESP-32, GY-302 Ambient Light Intensity Sensor, DFRobot Gravity Analog pH Sensor, DS18B20 temperature sensor, 3-6V DC R140 DC motor, Relay Module6 Chanel 12V, RTC Module. DS130 and SR04 Ultrasonic Sensor. After the system testing process, it can be concluded that this tool can support the process of cultivating nile tilapia and choy sum properly and make it easier for farmers to monitor aquaponics.","PeriodicalId":43632,"journal":{"name":"Journal of Information Technology Education-Innovations in Practice","volume":"177 1","pages":"301-309"},"PeriodicalIF":1.2,"publicationDate":"2021-01-18","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"85549229","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}
Allium cepa L. (Shallots) is classified as a seasonal plant that requires special water treatment techniques correct ly and precise watering methods. Farmers in the highlands of Enrekang Regency, South Sulawesi, mostly still prefer watering this plant traditionally and manually even though it is in large garden areas. Farmers also find it difficult to handle watering crops on large tracts of land and are overwhelmed by not having enough time to care for water evenly. Implementation of Internet of Things (IoT) based onion watering method utilizes an ESP32 microcontroller with the Message Queuing Telemetry Transport (MQTT) protocol, and is very easy for farmers to implement. The MQTT work system implements Publish and Subscribe data. The method and system for designing this tool is that if the shallot plant is 1-10 days old, this tool will water twice a day evenly, the morning and evening. Then if the shallot plant is 11-60 days old, this tool will water only once, i n the morning. When the watering automation is implemented, the information system is in the form of a message (on the smartphone) signing by logic 0. Conversely, if this tool does not flush, then the message that comes on the smartphone is as logic 1.
{"title":"Watering Stimulation of Alliun cepa L Plants Based on IoT Through the ESP32 Microcontroller and MQTT Protocol","authors":"Sirmayanti Sirmayanti","doi":"10.31289/JITE.V4I2.4456","DOIUrl":"https://doi.org/10.31289/JITE.V4I2.4456","url":null,"abstract":"Allium cepa L. (Shallots) is classified as a seasonal plant that requires special water treatment techniques correct ly and precise watering methods. Farmers in the highlands of Enrekang Regency, South Sulawesi, mostly still prefer watering this plant traditionally and manually even though it is in large garden areas. Farmers also find it difficult to handle watering crops on large tracts of land and are overwhelmed by not having enough time to care for water evenly. Implementation of Internet of Things (IoT) based onion watering method utilizes an ESP32 microcontroller with the Message Queuing Telemetry Transport (MQTT) protocol, and is very easy for farmers to implement. The MQTT work system implements Publish and Subscribe data. The method and system for designing this tool is that if the shallot plant is 1-10 days old, this tool will water twice a day evenly, the morning and evening. Then if the shallot plant is 11-60 days old, this tool will water only once, i n the morning. When the watering automation is implemented, the information system is in the form of a message (on the smartphone) signing by logic 0. Conversely, if this tool does not flush, then the message that comes on the smartphone is as logic 1.","PeriodicalId":43632,"journal":{"name":"Journal of Information Technology Education-Innovations in Practice","volume":"39 1","pages":"343-354"},"PeriodicalIF":1.2,"publicationDate":"2021-01-18","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"76621804","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}