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Students’ Achievement in a Flipped Database Management Course: The Impact of Flow Theory Gamification Elements 学生在翻转数据库管理课程中的成绩:心流理论游戏化要素的影响
Q3 EDUCATION & EDUCATIONAL RESEARCH Pub Date : 2023-01-01 DOI: 10.28945/5206
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。
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引用次数: 0
A New Knowledge Primitive of Digits Recognition for NAO Robot Using MNIST Dataset and CNN Algorithm for Children’s Visual Learning Enhancement 基于MNIST数据集和CNN算法的NAO机器人数字识别新知识基元
Q3 EDUCATION & EDUCATIONAL RESEARCH Pub Date : 2023-01-01 DOI: 10.28945/5194
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
目的:本研究主要针对人形机器人助手NAO的原型设计、开发、测试和部署一种新的知识原语,通过建立人机交互来增强学生的视觉学习。背景:这个新的原语,利用卷积神经网络(CNN),可以实时识别由NAO机器人捕获的手写数字,NAO机器人是软银机器人公司开发的仿人机器人助手。它配备了先进的功能,包括各种传感器、摄像头和互动功能。通过整合所提出的原语,NAO机器人获得了准确识别手写数字的能力,有助于改善学生的视觉学习体验。方法:我们开发的原语包括使用卷积神经网络(CNN),使机器人能够识别实时接收的输入图像中存在的数字的笔迹。NAO机器人通过基于预定义任务的场景与学习者建立交互。在这种情况下,NAO通过摄像头捕获学习者手写的数字,使用MNIST数据集生成的深度学习模型识别数字,并向学习者宣布输入图像中的手写数字。原型是使用分布式系统的概念来实现的,允许在四个不同的计算节点上分配任务。贡献:本研究通过集成基于手写数字识别(HWDR)的新知识原语,为类人机器人NAO配备了认知智能系统。我们用于在NAO机器人中创建和实现这种原语的方法是有趣和创新的,并且基于分布式系统的使用,该系统使用分布在几个节点上的各种组件来划分工作,协调他们的努力以比NAO机器人之外的单个设备更有效地执行任务,为有特殊需求的儿童和年轻学生提供了一个有希望的视觉学习体验。研究结果:我们使用特定参数和全卷积神经网络架构设计了我们的模型,其中包括三个残差深度可分离卷积,每个卷积随后进行批归一化和ReLU激活。为了评估我们的模型的性能,我们在MNIST数据集上对其进行了测试,我们获得了显着的准确性,F1分数和99%的召回率。我们进行了一个实验来测试我们实现的原始,看看这个发明对提高有特殊需要的儿童的视觉学习的有效性。我们开发了一种视觉学习策略,该策略基于在教育环境中由NAO机器人介导的引人入胜的活动的创造。结果表明,参与者对NAO机器人产生了强烈的承诺,欣赏其识别手写数字的能力,并强调其丰富视觉学习体验的潜力。与会者对整合辅助学习技术的教学方法表达了强烈的偏好,这证明了我们的人形助理机器人在改善教育环境中的学习和视觉智能方面的积极影响。对从业者的建议:鼓励机器人和特殊需求领域的创造力和创新。这可以带来新的和有效的解决方案,改善有特殊需要的学生的生活。给研究人员的建议:测试和评估提出的机器人解决方案,以确保它们是有效的,并产生积极的影响。利用来自用户、教育者和家长的反馈来完善和改进你的解决方案。同时,确保机器人解决方案对各种能力的学生都适用。这可能涉及设计可调整的解决方案或提供替代的访问方式。对社会的影响:教育有多种方式,学习也有多种形式。在这种学习过程和策略的帮助下,人类教师与机器人辅助NAO合作,提高学生的视觉学习。这项研究的结果可以作为实施各种教学方法的应用,以帮助满足大多数学习者的需求。未来研究:我们未来的研究将集中于解决有特殊需要的学生的教育需求,使他们能够克服挑战,在包容的环境中取得卓越的学术成就。为了实现这一目标,我们计划利用社交机器人的能力,社交机器人已经成为人机交互领域的重要贡献者,特别是在促进全纳教育方面。事实证明,这些代理机构在为有特殊需要的学生提供支持方面是有效的,从而使他们能够接受成功所需的教育。
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引用次数: 0
The Use of Digital Games by Teacher Educators in Colleges of Education 高校教师教育工作者对数字游戏的使用
Q3 EDUCATION & EDUCATIONAL RESEARCH Pub Date : 2023-01-01 DOI: 10.28945/5191
Orit Avidov Ungar, Merav Hayak
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.
目的/目的:目前的研究调查了在应对COVID-19大流行的封锁期间在完全在线学习环境中使用数字游戏的情况。特别是,我们试图了解数字游戏对教师教育者的贡献,以及他们如何在远程授课课程中使用数字游戏。背景:我们采访了在教学中使用数字游戏的有经验的教师教育工作者,询问他们在COVID-19期间远程教学时数字游戏对其教学的贡献。方法:这项定性研究包括34名参与者,他们在以色列13所师范学院教授四年制学位课程。贡献:本研究通过考察数字游戏对教师教育的贡献,揭示了一个研究较少的领域。该研究还提出了对教师教育工作者实施数字游戏的实际意义。发现:许多参与者使用数字游戏。一些教师将它们广泛地用作课程的一个组成部分,而另一些教师则用它们来分割课程,从而保持学生的兴趣和注意力。然而,也有一小部分人因为工作负担过重而减少了数字游戏的使用。对从业者的建议:本研究表明,教育系统可能能够获得大流行后的相关收益,以进一步推动数字游戏的使用,作为未来教师教育的教学策略。给研究人员的建议:使用更具代表性的教师教育样本进行的额外研究将非常有价值,可以衡量在回归面对面教学和学习之后,突然转向远程在线学习对数字游戏使用的滚动效应。对社会的影响:研究结果对如何在师范院校的教师教育中解决数字游戏的使用问题具有启示意义。未来研究:未来研究可以解决教师教育工作者在使用数字游戏时可能面临的贡献或挑战,例如,在混合学习环境中提高参与度和促进主动学习。
{"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}
引用次数: 0
Unveiling the Digital Equation Through Innovative Approaches for Teaching Discrete Mathematics to Future Computer Science Educators 通过创新方法向未来的计算机科学教育者教授离散数学,揭示数字方程
Q3 EDUCATION & EDUCATIONAL RESEARCH Pub Date : 2023-01-01 DOI: 10.28945/5208
Zinagul Suranchiyeva, Bektas Bostanov, Serik Kenesbayev, Salamat Idrissov, Kuralay Turganbay
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.
目的:本研究旨在提出离散数学元素的学习模型,阐明教学内容,并验证这种学习在数字教育背景下的有效性。背景:数字教育领域的离散数学教学面临挑战,特别是在为有抱负的计算机科学教师量身定制最佳模型、内容、工具和方法方面。本研究对相关文献进行了全面的回顾,并综合了作者的教学经验。研究方法:本研究采用系统活动方法,并与国家教育标准保持一致。它进一步整合了继续教育理论作为其心理和教学基础。贡献:提出了一个独特的模型来指导未来的计算机科学教育者离散数学元素。这个模型以信息、技术和个人能力为基础,与计算机科学的数学基础交织在一起。结果:本研究揭示了离散数学要素整体教学对计算机科学教师的重要性,与信息学教育计划相一致。一门选修课“计算机科学中的离散数学要素”由三个模块组成。并举例说明了程序设计和计算机科学中数学逻辑和离散数学图论的基本原理。对实践者的建议:未来的计算机科学教育者应该在他们的教学方法中深度整合离散数学元素,特别是在与信息学教育计划的专业学科相结合时。对研究人员的建议:建议进一步探索离散数学元素在不同计算机科学课程中的无缝集成,优化不同的学习成果和学生概况。对社会的影响:提高离散数学对未来计算机科学教师的教学质量,可以培养出受过更好教育的专业人员,推动科技行业的进步,为社会进步做出贡献。未来研究:离散数学元素模型在不同的计算机科学分支学科中有更广泛的应用,以及它在不同教育框架中的适应性。
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引用次数: 0
Printable Table of Contents. JITE: IIP, Volume 20, 2021 可打印的目录。JITE: IIP,第20卷,2021年
IF 1.2 Q3 EDUCATION & EDUCATIONAL RESEARCH Pub Date : 2021-01-28 DOI: 10.28945/4696
C. Cheong
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
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引用次数: 0
Design and Implementation of Lightweight Virtualization Using Docker Container in Distributing Web Application with Experimental Methods 基于Docker容器的分布式Web应用轻量级虚拟化设计与实现
IF 1.2 Q3 EDUCATION & EDUCATIONAL RESEARCH Pub Date : 2021-01-18 DOI: 10.31289/JITE.V4I2.4019
Stefanus Eko Prasetyo
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.
基于网站的应用程序的快速发展,可以在各种计算机平台和智能手机上访问,导致需要web应用程序部署的基础设施,特别是服务器。这导致组织有时需要在服务器上投资。通过虚拟化,公司可以在同一台机器上创建多个服务器,每个服务器都可以作为单独的机器运行。基于轻量级的虚拟化或容器是一种方法,其中主机操作系统与虚拟服务器共享,这意味着父内核与虚拟服务器或容器共享。使用的方法是一种实验方法,本研究测量特定处理对不同处理的变量的影响。在轻量级虚拟化系统中进行的变量研究包括:吞吐量、平均延迟、响应时间和丢弃请求。本研究中的处理方法分别以100、200、250和300个连接同时进行测试,请求数分别为1000、3000、5000和7000。服务器服务设计采用基于容器的虚拟化web服务器,具有2.8 Ghz(4核)英特尔酷睿i7处理器规格,2gb内存,80gb M2 SSD存储和千兆以太网,能够同时处理250个请求,但同时处理300个请求时无法访问。
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引用次数: 1
Analysis of IT Governance COBIT 5.0 (Case Study: Ministry of Religious Affairs of Batam) IT治理COBIT 5.0分析(以巴淡岛宗教事务部为例)
IF 1.2 Q3 EDUCATION & EDUCATIONAL RESEARCH Pub Date : 2021-01-18 DOI: 10.31289/JITE.V4I2.4020
S. Suwarno
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.
印度尼西亚政府在各自的环境中开发了基于技术的信息系统,以实现符合标准的公共服务和实现公民服务满意度,并与此相一致,作为政府努力将政府本身的每个业务流程数字化。巴淡岛宗教事务部开发了这个基于技术的信息系统,用于在塞库邦办事处,KUA和综合服务场所实施活动公共服务。本研究旨在分析巴淡岛宗教事务部在提供公共服务时所运用的资讯科技治理。本研究使用COBIT 5.0分析巴丹岛的IT治理在理解和寻找巴丹岛公民的需求与巴丹岛宗教事务部的战略计划之间的共同点,以及如何在实际情况下评估和监测IT治理。本研究基于106名受访者的问卷数据处理结果,使用计划与组织(PO)和监控与评估(ME)两个领域,PO域3.8和ME域3.9的平均值表明IT治理处于定义过程级别。发现值小于3的两个IT过程,即PO8.1和PO9.1,有必要对质量管理和风险管理提出改进建议。
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引用次数: 2
Market Basket Analysis for Books Sales Promotion using FP Growth Algorithm, Case Study : Gramedia Matraman Jakarta 使用FP增长算法的图书促销市场购物篮分析,案例研究:雅加达Gramedia Matraman
IF 1.2 Q3 EDUCATION & EDUCATIONAL RESEARCH Pub Date : 2021-01-18 DOI: 10.31289/JITE.V4I2.4539
F. Firmansyah, A. Yulianto
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.
对于像Gramedia商店这样的零售公司来说,促销和销售图书的策略很重要,因此需要工具来分析过去的销售数据。Gramedia还没有工具来分析购物车模式,以适当地进行产品促销。推广什么书应该推广使用购物篮分析法或购物篮分析法。在数据挖掘过程中使用的算法是频繁模式增长(FP Growth),因为它在处理大数据时速度更快。分析的数据是2020年1月至3月的图书销售历史数据,是随机抽取的(随机抽样)。数据挖掘过程中使用的框架是跨行业数据挖掘标准过程(CRISP-DM),使用的工具是使用市场购物篮分析框架的Rapid Miner。最小支持度为0.003,最小置信度为0.3,使用FP-Growth算法生成包含7条规则的项目集来推荐产品促销。算法结果也符合CRISP-DM的业务理解阶段。
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引用次数: 7
Automation of Aquaponic Choy Sum and Nile Tilapia Using Arduino Microcontroller 基于Arduino单片机的水培菜、尼罗罗非鱼自动化
IF 1.2 Q3 EDUCATION & EDUCATIONAL RESEARCH Pub Date : 2021-01-18 DOI: 10.31289/JITE.V4I2.4395
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.
本研究旨在建立一个鱼菜共生自动化工具,以简化鱼菜栽培的控制。研究对象为尼罗罗非鱼和白菜。在本研究中,在水族箱和水培管中进行试验,以控制营养、水浊度、光、pH、饲料和温度。用于构建此自动化的主要工具包括Arduino ESP-32, GY-302环境光强度传感器,DFRobot重力模拟pH传感器,DS18B20温度传感器,3-6V直流R140直流电机,继电器模块6 Chanel 12V, RTC模块。DS130和SR04超声波传感器。经过系统测试过程,可以得出结论,该工具可以支持尼罗罗非鱼和白菜的适当养殖过程,使农民更容易监控水培。
{"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}
引用次数: 0
Watering Stimulation of Alliun cepa L Plants Based on IoT Through the ESP32 Microcontroller and MQTT Protocol 基于ESP32单片机和MQTT协议的物联网葱属植物浇水刺激
IF 1.2 Q3 EDUCATION & EDUCATIONAL RESEARCH Pub Date : 2021-01-18 DOI: 10.31289/JITE.V4I2.4456
Sirmayanti Sirmayanti
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.
葱(Allium cepa L.)是一种季节性植物,需要特殊的水处理技术和精确的浇水方法。南苏拉威西省Enrekang Regency高地的农民大多仍然喜欢传统的手工浇灌这种植物,即使它是在大片的花园中。农民们还发现很难在大片土地上给作物浇水,而且由于没有足够的时间均匀地浇水,他们不堪重负。基于物联网(IoT)的洋葱浇水方法的实现利用带有消息队列遥测传输(MQTT)协议的ESP32微控制器,并且对农民来说非常容易实现。MQTT工作系统实现了发布和订阅数据。该工具的设计方法和系统是,如果葱苗生长1-10天,该工具将每天两次均匀浇水,早晚两次。然后,如果葱种植了11-60天,这个工具只会浇一次水,在早上。当实现浇水自动化时,信息系统以逻辑0签名的消息(在智能手机上)的形式存在。相反,如果这个工具没有刷新,那么智能手机上的消息就是逻辑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}
引用次数: 1
期刊
Journal of Information Technology Education-Innovations in Practice
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