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Abstract Topic: Computers, Internet, Multimedia in Engineering Education

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A Service Application Prototype of Citizen Portal Apps (C-PORT) for Improving Local Government Public Services
1)Harsiti, 2)Tb. Ai Munandar, 3)Abdul Malik and 4)Agus Setyawan

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Corresponding Author
Harsiti Harsiti

Institutions
1,4)Information Systems Dept., Faculty of Information Technology, Universitas Serang Raya
2)Informatics Dept., Faculty of Information Technology, Universitas Serang Raya
3)Communication Science, Faculty of Social Science, Politics and Law, Universitas Serang Raya
e-mail : harsiti[at]yahoo.com, tbaimunandar[at]gmail.com, kangdoel2002[at]gmail.com, agus.setyawan[at]gmail.com

Abstract
Government services to community are not properly carried out without participation and liveliness of govermental units which have been set up based on their duties and service function.The reason is that they are the spearheads of the government services to community, especially in public services. The intended public services are focused on customer satisfaction (customer-driven government).In order to successfully achieve customer satisfaction, it is necessary to get feedback from community as service users so that government as service manager may cognize some complaints about the public services that have been provided.The community feedback can be delivered through complaint services that can be directly responded by the intended unit works.The aim of this study is to develop citizen portals (c-port) apps for service complaints to support public service management in order to realize the concept of smart districts based on local wisdom. The application has developed in android based as front-end for user (citizen) and as web-end for government and related regional work units. The result of study is a prototype, a product of citizen portals (C-Port) software equipped with Software Specifications, Document of Software Description, and Planning Document Description of Software Test Results, as a mean of communication and media for government to provide services to wider community.

Keywords
public services, customer satisfaction (customer-driven government), C-Port, Smart District

Topic
Computers, Internet, Multimedia in Engineering Education

Link: https://ifory.id/abstract/jNRcHXLAduaE


An Application of Augmented Reality for Introduction Batak Traditional House Architecture
Denny Jean Cross Sihombing(a*), Josephine Roosandriantini(b)

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Corresponding Author
Denny Jean Cross Sihombing

Institutions
a) Information System, Atma Jaya Catholic University of Indonesia
Jakarta, Indonesia
*denny.jean[at]atmajaya.ac.id

b) Architecture, Darma Cendika Catholic University
Surabaya, Indonesia

Abstract
Indonesia has a wealth of the nation in the form of a variety of physical forms of architecture, which more often referred to as the Nusantara Architecture. Modern perceptions make people understand that buildings are composed of natural materials, and without planting, foundation means that the buildings are primitive. In this research, the media designed to introduce Batak architecture based on Augmented Reality (AR) Application, to introduce the physical appearance of Karo, Toba, and Simalungun Architecture. Architectural physical appearance includes the appearance of the roof, construction techniques, connection techniques, spatial planning, and compiler materials. The result of this research is the augmented reality application.

Keywords
Augmented Reality, Nusantara Architecture, Augmented Reality Application

Topic
Computers, Internet, Multimedia in Engineering Education

Link: https://ifory.id/abstract/dpWxKYagHBP4


ANALYSIS AND DESIGN OF MOKOBANG SDGP WEBSITE for information and promotion portals
Efraim R S Moningkey;Parabelem T D Rompas

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Corresponding Author
Efraim Ronald Stefanus Moningkey

Institutions
Faculty of Engineering; Manado State University
Jl. Kampus Unima tonsaru Tondano Minahasa Manado
efraimoningkey[at]unima.ac.id

Abstract
Valid and fast information is needed in daily life. Information will become an important element in the development of society today and in the future, sometimes the high information needs are not balanced by the presentation of adequate information. Mokobang SDGP as a new school requires an identification media in the digital world that is used as an information portal and school promotion. By using the Prototype method this research is done quickly and in accordance with the wishes of the user because the stages can be done quickly and repeatedly. The results of this research are building a Mokobang SDGP website as a school information portal and promotion.

Keywords
website, information, promotion

Topic
Computers, Internet, Multimedia in Engineering Education

Link: https://ifory.id/abstract/ALJXQ69mKneg


AUGMENTED REALITY-BASED DIGITAL PRACTICUM CARDS IN THE LEARNING OF BODY ELECTRICAL SYSTEMS IN VOCATIONAL HIGHER EDUCATION
1. Dede 2.Ade Gafar Abdullah 2. Budi Mulyanti 2. Dedi Rohendi

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Corresponding Author
DEDE Abd

Institutions
a) Universitas Pendidikan Indonesia
Jl. Dr. Setiabudhi no 229, Bandung, West Java, Indonesia.
*d32[at]upi.edu
b) Informatics Engineering Study Program, STMIK Pasim Sukabumi, Indonesia.
d32[at]stmikpasim.ac.id


Abstract
Requirements Vocational higher education laboratory equipment is absolutely necessary as a tool used to conduct vocational practice course experiments. Theory without practice is like a life without a body, in the early stages of learning students are required to be able to understand the theory and then master it in actual implementation through practicum. This research aims to design training modules in the form of digital practicum cards in the learning practice of the bodys electrical system courses. The application created is an Augmented Reality-based digital practicum tool that can be accessed via an android smartphone by reading the practicum card as markless. Practicum cards are first printed as media that is accessed through smartphone camera facilities. Practicum cards are accessed by students through the Android smartphone device application by pointing the camera at a card that already has a marker. The application development method uses the Multimedia Development Life Cycle (MDLC) method which begins with concept creation, design of the interface design, material collection, preparation and manufacture, testing and distribution. Digital practicum cards function to help students conduct experiments and observations on the bodys electrical system material without being limited by space and time, so practicum learning becomes fun and becomes an integrated part of improving the quality of learning.

Keywords
Keyword: Augmented Reality; Virtual Laboratory; Smart practicum cards;body electrical system; mechanical Engineering; automotive.

Topic
Computers, Internet, Multimedia in Engineering Education

Link: https://ifory.id/abstract/2MbCwdHYv6ku


Barriers to ICT adoption by Small Business Entrepreneurs in Indonesia
Gundur Leo (a*) , Tjetjep Djatnika (b)

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Corresponding Author
Gundur Leo

Institutions
a) Business Administration Department, Politeknik Negeri Bandung
Jalan Gegerkalong Hilir, Ds. Ciwaruga, Bandung, Indonesia
*gundur.leo[at]polban.ac.id
b) Business Administration Department, Politeknik Negeri Bandung
Jalan Gegerkalong Hilir, Ds. Ciwaruga, Bandung, Indonesia
t.djatnika[at]polban.ac.id

Abstract
Information and communication technology (ICT) is technology innovation that enables improvement of efficiency, productivity and competitiveness for business organization, however many small business have not adopted this technology to support their business activities. This study examines the barriers in adoption of ICT especially online stores by small business entrepreneur. Technology acceptance model (TAM) used as a theoretical basis for this quantitative study. Data were collected from 336 Indonesian small business entrepreneurs, this study integrates usefulness, easy of use, resource, and social as factors that effected entrepreneur to adopt this technology. The results show that easy of use and resource are the greatest barriers for the entrepreneurs to adopt the technology. This study extends our understanding about adoption technology. Furthermore, these results provided an insight for entrepreneurs, government and others stakeholder to develop strategy to decrease resistance of technology adoption by entrepreneurs.

Keywords
small business; entrepreneur; ICT; barriers; TAM

Topic
Computers, Internet, Multimedia in Engineering Education

Link: https://ifory.id/abstract/hYXZa9jPfmpT


Comparative Study of Pressure Ulcer classification based on Braden scale in the Community-Dwelling Older Adults
Desri Kristina (a*), Husneni Mukhtar (b), Sheizi Prista Sari (c), Eka Afrima Sari (d)

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Corresponding Author
Desri Silalahi

Institutions
a, b) Fakultas Teknik Elektro Telkom University, Bandung, Indonesia
c, d) Fakultas Ilmu Keperawatan Universitas Padjadjaran, Bandung, Indonesia

Abstract
A problem that is often found in the elderly is pressure ulcers cause decreased quality of life elderly. One way to recognize the risk of pressure ulcer by Braden Scale analysis. Braden Scale has been tested with the level of reliability and validity with various types of hospitals and patients. The purpose of this research is to compare several classification methods to classify pressure ulcers in dataset. The classification methods used are Logistic Regression, Quadratic Discriminant Analysis, K Nearest Neighbor, Support Vector Machine, Naive Bayes, Gaussian Process Classifier and Multi-Layer Perceptron Classifier. The method used to evaluate performance or algorithm is k-fold cross validation with k=10.Based on the analysis results obtained that Quadratic Discriminant Analysis produces the highest accuracy, with an accuracy rate is 94.12%.

Keywords
Classification; Machine learning; Pressure ulcer, Quadratic discriminant analysis

Topic
Computers, Internet, Multimedia in Engineering Education

Link: https://ifory.id/abstract/NBpfuFwhLtGQ


Development of First Person Shooter Game with Survival Maze Based on Virtual Reality
Darlis Herumurti(a*), Imam Kuswardayan(a), Guruh Arya Senna(a), Andhik Ampuh Yunanto(b), Siska Arifiani(a)

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Corresponding Author
Andhik Ampuh Yunanto

Institutions
a) Institut Teknologi Sepuluh Nopember
*darlis[at]if.its.ac.id
b) Politeknik Elektronika Negeri Surabaya

Abstract
Game is one of the entertainment media that is rapidly growing and playing games is one way to fill your free time. Until now, there are so many types of games that already exist, in addition to that, there are also increasing features of builders and supporting innovations for a game. Games that have so far developed include the First-Person Shooter (FPS) game genre. Game builder features are always being improved so that they attract more attention and make players more comfortable playing, including developing Non-Player Character (NPC) features. NPC has an essential function in artificially the game world so it is more immersive, consisting of various kinds, one of which greatly adds to the challenges when playing, namely enemy characters. Besides, currently developing innovations supporting a game, especially for games on computers and mobile devices, one of which is a technology called virtual reality. Survival Maze is an FPS innovation designed based on the Virtual Reality of Android Devices. As with other virtual reality applications, this game will use a first-person perspective, plus there are enemy characters so that the game is more interesting and challenging for players. Enemy characters will be equipped with the Finite State Machine (FSM) method in making their behavior. Application testing is done by operating it on a different device and also through the questionnaire of respondents who have played similar games, namely the type of FPS or the type of maze before. Based on testing, this game application can display objects in a virtual reality display and there are no functional requirements that do not work for the basic features needed in this game application. With the development of this application, it is expected to be an alternative game with similar types and become the basis for the development of similar more interesting game applications

Keywords
First person shooter, Virtual Reality, Survival Maze, finite state machine, Non-Player Character

Topic
Computers, Internet, Multimedia in Engineering Education

Link: https://ifory.id/abstract/E82A4pWU9Dce


DEVELOPMENT OF GIS BASED ON WEBSITE IN EDUCATION
R P Sahiundaleng *, B Mulyanti, i Widiaty

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Corresponding Author
Rony Patria Sahiundaleng

Institutions
Universitas Pendidikan Indonesia
*rsahiundaleng[at]gmail.com

Abstract
ABSTRACT The purpose of this study is to obtain information on the development of Geographic Information System (GIS) with various methods in GIS namely ArcView and ArcGIS and Website-based in the world of education that can be accessed anywhere during the internet connection. The method used in this paper is Literature Study, by studying journals - international and national journals published in 2015 - 2019. The results of this study are information about the use of GIS in the field of education with various benefits and constraints

Keywords
GIS, Website, Education

Topic
Computers, Internet, Multimedia in Engineering Education

Link: https://ifory.id/abstract/KWwRPbT9qFHy


E-Learning Success Determinants in Higher Education: A Review from Users Perspective
Afrin Fauzya Rizana (a*), Umar Y.K.S Hediyanto (b), Fadillah Ramadhan (c), Amelia Kurniawati (a)

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Corresponding Author
Afrin Fauzya Rizana

Institutions
(a) industrial engineering department, Telkom University, Bandung 40257, Indonesia
(b) information system department, Telkom University, Bandung 40257, Indonesia
(a) industrial engineering department, Institut Teknologi Nasional, Bandung 40124, Indonesia

Abstract
The implementation of e-learning become more and more popular among higher education institution. However, the costly implementation of e-learning not a guarantee that it will be successfully adopted. There are reports where the adoption rate of e-learning its users is often low, resulting the expected benefits failed to be achieved. In order to solve this issue, the important factors that influence users adoption and usage rate need to be identified. Therefore, this study aims to identify the critical factors of e-learning success in higher education. A systematic literature review protocols was employed in this study to identify the success factor of e-learning from previous literature. The review process is conducted towards articles published in science direct and emerald insight from the past 5 years. There are total 21 articles selected as primary articles for further review. According to the articles reviewed in this study, the success of e-learning implementation is reflected on three variables i.e. users satisfaction, actual usage, and continuance usage. Moreover, there are six dimension that is critical towards e-learning success i.e. students characteristics, instructors characteristics, users extrinsic motivation, learning environment, instructional design, and support. In addition, an e-learning success model for higher education was also developed.

Keywords
critical success factors; e-learning success; higher education; systematic literature review

Topic
Computers, Internet, Multimedia in Engineering Education

Link: https://ifory.id/abstract/nmPBp7gJAvMq


Effectiveness of Web-Based Learning to Enhance Critical Thinking for Grade 3 Students
Tiamyod Pasawano

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Corresponding Author
TIAMYOD PASAWANO

Institutions
Rajamangala University of Technology Thanyaburi, Faculty of Technical Education, Klong 6, Thanyaburi, Pathum Thani 12110 THAILAND
Mobile: +66815445575 E-mail: tiamyod[at]rmutt.ac.th

Abstract
This research aims to 1) study the effectiveness of the students- critical thinking through the web-based learning on the criteria of 80/80 2) compare the pre-test and post-test scores of the students- achievement of the critical thinking through the web-based learning, and 3) study the students- satisfaction of the study through the web-based learning. The sample was drawn from cluster (area) sampling were 115 of grade 3 students studying at Banlanwittayakom school, Khon Kaen province, Thailand. In the 1st semester of the academic year 2019. Data were analyzed by using simple statistic models and t-test. The results were shown in the following. 1) The effectiveness of critical thinking through the web-based learning of being ashamed of sin content in the Buddhism subject has met the criteria of 80/80. That is the effectiveness of the critical thinking contains 82.07/82.01 which means that the web-based learning designed is efficient and appropriate to be used in the learning process of the be ashamed of sin content. 2) The post-test scores showing the success of the students- critical thinking through web-based learning, be ashamed of sin content, was significantly higher than the pre-test scores at the .05 level of significance. 3) The students satisfaction of the web-based learning contains a high level of satisfaction on the content (3.52), whereas all of the remaining satisfaction on the design, the presentation, and the advantages contains the highest level of satisfaction (3.42, 3.52, and 3.67 respectively).

Keywords
Web-Based Learning, E-Learning, Critical Thinking,

Topic
Computers, Internet, Multimedia in Engineering Education

Link: https://ifory.id/abstract/bw3WuaUdeyK9


FACTORS INFLUENCING INTERFACE DESIGN SKILLS
Rina Harimurti, Elizabeth Titiek Winanti, Luthfiyah Nurlela, Euis Ismayati

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Corresponding Author
Rina Harimurti

Institutions
Universitas Negeri Surabaya

Abstract
This study aims to determine what factors influence the skills of students designing interfaces. The variables that are predicted to influence these skills are motivation and initial ability which will affect cognitive abilities and interface design skills. Quantitative research with a sample of 39 students. The method of data analysis using Path Analysis is to analyze the cause and effect relationships that occur in multiple regression. The results of the analysis using the Amos SPSS Program, Chi Square = 0.236, df = 1 with a probability level (p) = 0.627. Because p> 0.05, the results of the analysis model do not differ significantly from the data (model fit according to data). The estimated value between the initial ability variables with the interface design is 0.912 can be said to be very strong with a value of Betta = 0.912 The analysis model described is appropriate to represent the relationship of each variable. Estimated values indicate that there is a fairly strong direct effect between 2 variables. it is possible that there are other independent variables which have not been observed to have a large influence on the creation of interface designs.

Keywords
motivation, initial abilities, cognitive abilities, interface design

Topic
Computers, Internet, Multimedia in Engineering Education

Link: https://ifory.id/abstract/UeZ8TAfVaPy3


Financial technology, between education and regulation
Wahyudin Maguni(a*), Sodiman(b), Rusdin Muhalling(c), Irma Irayanti(d), Husain Insawan(e)

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Corresponding Author
Pairin Pairin

Institutions
a) IAIN Kendari
*wmaguni[at]yahoo.com
b) IAIN Kendari
c) IAIN Kendari
d) IAIN Kendari
e) IAIN Kendari

Abstract
The presence of Financial Technology makes changes to the financial services sector, from the previous face to face, now through electronic devices, in seconds, "We intensively continue to study the development of this Financial Technology phenomenon, so that later Financial Technology can oversee the economic revolution so that it can support industrial development financial services going forward and continuing to guarantee consumer protection in the homeland, "According to the Deputy Chairman of the OJK Board of Commissioners Rahmat Waluyanto (2019). The presence of Financial Technology, is an opportunity to continue to improve the development of the financial services sector, including encouraging financial inclusion programs. OJKs plans for Fintechs Development & Regulations in Indonesia are as follows: 1). Launched the Financial Technology Innovation Hub as a Financial Technology innovation development center and became a national Financial Technology one stop contact to connect and collaborate with various institutions and institutions that support digital financial ecosystems. 2). OJK prepares a CA (certificate authority) in the financial services sector as a continuation in matters of agreement with KOMINFO. 3). To be in accordance with existing regulations in Indonesia, so that later can guarantee that an online transaction or e-transaction that is digitally signed can be declared safe and has legal force. 4). Regulatory sandbox as a regulation that regulates a variety of things at a minimum so that the development of Financial Technology has a legal basis to attract investment, efficiency, protect the interests of consumers and grow sustainably 5). Implementation of data and information security standards in the management of FinancialTechnology will be reviewed along with the needs of the Information Security Incident Reporting Center in the financial services industry.6). To ensure posture and readiness to handle information security so that it is always maintained in order to reduce risks and also threats to information in the financial services industry, there will be a centralized Vulnerability Assessment (VA) in the financial services industry.

Keywords
Financial technology; education; regulation

Topic
Computers, Internet, Multimedia in Engineering Education

Link: https://ifory.id/abstract/3ZeVatRdXnv6


Group Decision Support System for Employee Performance Evaluation Using Combined Simple Additive Weighting and Borda
1)Tengku Fatwa Abdul Aziz, 2)Sulistiyono, 3)Harsiti, 4)Agus Setyawan, 5)Akip Suhendar and 6)*Tb Ai Munandar

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Corresponding Author
Tengku Fatwa Abdul Aziz

Institutions
1,2,5,6)Informatics Dept., Faculty of Information Technology, Universitas Serang Raya
3,4)Information Systems Dept., Faculty of Information Technology, Universitas Serang Raya

e-mail : aafatwa25[at]gmail.com1), sulistiyonoputro[at]yahoo.com2), harsiti[at]yahoo.com3), agus.setyawan[at]hotmail.com4), akip.suhendar[at]gmail.com5), tbaimunandar[at]gmail.com6)
*Corresponding Author

Abstract
Subjectivity in performance appraisal is almost inevitable. Subjectivity is defined as a perspective based on personal views or feelings about a thing. Eliminate subjectivity factors so that assessing objectively based on certain criteria is difficult to implement, whereas subjectivity causes unfair competition and giving rise to an uncompetitive environment. This research was conducted to reduce subjectivity in a performance appraisal using the Group Decision Support System with Simple Additive Weighting and Borda methods. Employee performance appraisal at PT. Krakatau Osaka Steel was the object of this research. The Group Decision Support System has selected the best employees from 59 employee samples taken by the Purposive Sampling method to resulted the 7 best employees according to the assessors with a Decision Support System, these results are then reselected to become the 3 best employees provided by the Group Decision Support System. The results of this study that Group Decision Support System can help evaluate employee performance.

Keywords
Subjectivity, Group Decision Support System, Simple Additive Weighting, Borda.

Topic
Computers, Internet, Multimedia in Engineering Education

Link: https://ifory.id/abstract/DCKmXHwQp43r


Implementation of Digital Information Technology Based on Sharia Online Trading Systems in the Sharia Capital Market.
Sumiyadi(a*), Rusdin Muhalling(b), Mahfudz(c), Ambo Wonua Nusantara(d)

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Corresponding Author
Sumiyadi, SE,.ME.

Institutions
a) IAIN Kendari
*sumiyadi.icieve2019[at]gmail.com
b) IAIN Kendari
c) IAIN Kendari
d) UHO Kendari

Abstract
This study aims to explain and analyze the implementation of digital information technology based on Sharia online trading systems (SOTS) in the Islamic capital market. The qualitative approach method used in this study is descriptive analytical. The era of the digital economy is currently developing massively helping to encourage economic development in the world and the advancement of modern communication technology so as to have a positive impact on the advancement of the Islamic capital market in Indonesia. In the last 20 years, the development of the Islamic capital market has experienced very significant growth. The number of Islamic investors according to Bursa Efek Indonesia data in 2015 was only 4,908 and increased to 12,283 in 2016 or there was a growth of 150% of investors in the Islamic capital market. Based on the results of the analysis in this study, it was concluded that in the face of a very significant investor growth each year, Islamic capital market industry players facing the demands of service modernization in the digital era have made innovations so that they can meet the ease of service that is efficient, safe and fast. Technological innovations in the Islamic capital market, namely online digital information systems, create many variants of smart applications in the form of e-commerce, e-payment, online trading and online transactions, making it easier for people to invest in the Islamic capital market. The development of SOTS-based online digital services is more dominated by millennials or commonly dubbed "kids these days" who always update the development of online digital technology. This has triggered investment growth in the Islamic capital market in March 2019 to reach 50,500 investors and compared to December 2018 only amounted to 44,536 investors or in percentage there was an increase of 11%.

Keywords
Implementation, Digital Information Technology, SOTS, Islamic Capital Market.

Topic
Computers, Internet, Multimedia in Engineering Education

Link: https://ifory.id/abstract/w3GDKqaxNhgE


Implementation of Y-Model Web GIS Development in Inventory of Environmental Roads, Drainage and Septic Tanks: A Study Case
Cholid Fauzi

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Corresponding Author
Cholid Fauzi

Institutions
Politeknik Negeri Bandung

Abstract
Inventory of GIS Web Applications for Environmental Roads, Drainage, and Septic Tanks is an information system built to support spatial requirements, where these applications are built to address the problem of investing spatial data in environmental roads, drainage, and septic tanks. In developing a web-based GIS application, it usually uses the methodology namely waterfall, but in this study, the application implementation uses the Y-Model Webgis Development(YWDM) which is a combination of web engineering and the context of GIS itself. This paper introduces an implementation to create an application by using Y-Model Web Geographic Information Systems (GIS) with a study case on inventorying spatial requirements on roads, drainage, and septic tanks.This methodology was implemented to create an application which needs a map visualization for city planning and development By using the YWDM methodology, the needs and accuracy of application development can be done, using several tools. The data process uses ArcGIS ESRI and PHP and JavaScript programming languages to visualize the results. The results show that application development is built more easily because requirements can be well defined because a collection of requirements from the context of software development and spatial specifications are met and the application is completed. When creating a GIS web application, some methodologies can be used besides waterfalls or ordinary SDLCs, because spatial requirements are not well defined. With the implementation of this methodology, it is proven that the development of GIS web applications can be easier, defined and by the needs desired by the user

Keywords
Spatial Data, Y-Model Webgis Development, GIS, Waterfall,

Topic
Computers, Internet, Multimedia in Engineering Education

Link: https://ifory.id/abstract/xpwycMKahvtX


Improving Knowlegde about Indonesian Culture with Augmented Reality Gamification
Endah Sudarmilah, Fatah Yasin Al Irsyadi, Dian Purworini, Azizah Fatmawati, Yanti Haryanti, Budi Santoso, Doni Nuryanto Bakhtiar, Nurul Ustia

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Corresponding Author
Endah Sudarmilah

Institutions
Universitas Muhammadiyah Surakarta

Abstract
Digital technology cannot be dammed or avoided, moreover, the current generation of children is a native digital generation is those who are born very close to the world of digital technology such as smartphones, laptops, digital applications, internet access, and others. This may affects the attitudes and behaviors of children in both positive and negative impacts. However, we can act wisely, not by alienating or avoiding children from technology but by providing education about technology (digital literacy) and directing video game access to positive video games that are beneficial. The method used in this research is Research and Development with a modified SDLC (Software Development Life Cycle) development model in the development of Augmented Reality (AR) educational games. This study also uses a pre-test-post-test group matching design to analyze the increase of elementary school students knowledge in learning about Indonesian culture. The measurement results of student learning outcomes are carried out by giving tests in the form of multiple choice. The statistical analysis used in this study is the validity test and Wilcoxon Signed Rank test. Validity testing shows 93.33% of the questionnaire items are valid. The results of the Wilcoxon Signed Rank test analysis obtained a significant value of 0,00 <0.05, then it was stated that there were differences in the average student learning outcomes for pre-test with posttest (increased). This research concludes that after the use of AR Edugame learning media, it has an influence compared to before learning with the media. This shows there is an increase in student learning outcomes.

Keywords
Augmented Reality, Educational Game, Gamification, Improving knowledge, Indonesian Culture

Topic
Computers, Internet, Multimedia in Engineering Education

Link: https://ifory.id/abstract/UpLuBWymfNbn


Interactive Media On Halal Carts In The City Of Baubau Southeast Sulawesi
Husain Insawan(a*), Wahyudin Maguni(b), Nurdin(c), Irma Irayanti(d), La Hadisi(e), Jumarddin La Fua(f), Syahrul(g)

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Corresponding Author
HUSAIN INSAWAN

Institutions
a) IAIN Kendari
*husain.insawan[at]gmail.com
b) IAIN Kendari
c) IAIN Kendari
d) IAIN Kendari
e) IAIN Kendari
f) IAIN Kendari
g) IAIN Kendari

Abstract
The purpose of this study is to investigate and analyze the implementation of interactive media on Halal Carts in the City of Baubau, Southeast Sulawesi; constraints on the use of Interactive Media on Halal Carts in the City of Baubau, Southeast Sulawesi; as well as the solutions offered and desired by the Halal Cart businessman in utilizing interactive media in the City of Baubau, Southeast Sulawesi. In conducting research, researchers use descriptive-qualitative methods. Data collection was carried out through participation observer, in depth interview and taking notes in the field. While the data analysis technique utilizes the Miles and Hubermas paradigm, namely data display, data reduction, and data conclusions. Based on the results of the study, it was found that interactive media (interactive media) is one of the promotional mixes that are used by big business people or entrepreneurs to market their products. Halal carts are one of the business models developed by micro-small business people who sell halal culinary variety (sterile substances and objects) that are sold and thayyibah (meeting health and hygiene standards). The main instrument of interactive media is the internet. Interactive media are used as tools for Halal Carts to promote the types, prices, loci, and culinary advantages for sale. Interactive media use gadgets to market culinary varieties sold at Halal Carts in the City of Baubau, Southeast Sulawesi. As for the obstacles to the use of Interactive Media on Halal Carts in the City of Baubau, certain spots that are not covered by the internet are still found. Negligence and inaction in accepting customer orders due to existing devices are used to communicate with other people or play social media with other parties (Facebook, WhatsApp, Instagram, or Twitter). Furthermore, the solutions offered and desired by the Halal Cart businessman in overcoming the use of Interactive Media in the City of Baubau, namely hoping to the government or media entrepreneurs to increase the tower to manage the internet network, so that communication via the internet can take place properly, quickly, and smoothly in the City of Baubau. Internally, culinary entrepreneurs try to strengthen their commitment to pay more attention to customer messages in providing fast and smooth service, so as not to cause excessive complaints.

Keywords
Interactive Media; Halal Carts

Topic
Computers, Internet, Multimedia in Engineering Education

Link: https://ifory.id/abstract/Ef8ZmXBUbdyA


Lecture Material Development: Telegram Social Media-based Basic Makeup with Black Box method
Maspiyah, Setya Chendra Wibawa

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Corresponding Author
Maspiyah maspiyah

Institutions
Universitas Negeri Surabaya

Abstract
Educators creativity in responding to the phenomenon of viral social media becomes a benchmark of learning media must be based on social media, so learning can be accepted by students until conventional learning begins to require. The above becomes the basis for increasing conventional learning to be interesting by utilizing social media based on Telegram, specifically BOT API, telegram with basic cosmetology content courses. The media application development method uses the black box method, consisting of (1) feasibility study, (2) requirements, (3) system design, (4) Coding, (5) Testing system, (6) Acceptance Test. The method in this study is limited to validation of sample testing on media experts. The results of this study are validators assessing 87% of media validation consisting of the quality of visual and auditory perception, ease of interaction, ease of learning and ease of use, while user response consists of 88% efficiency, 89% efficiency, 84% circulation motivation, and 86% enjoyment. This implies that the application can provide benefits for students who will discuss basic makeup based on Telegram social media.

Keywords
Basic Makeup, telegram, Lecture Material

Topic
Computers, Internet, Multimedia in Engineering Education

Link: https://ifory.id/abstract/eqazJDBw2Wnj


Making Digital Story Telling To Instill Character Of Pre-School Children In Orphanages
S A H Lestari, Y Achdiani, I Widiaty

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Corresponding Author
Safira Ayulla Husna Lestari

Institutions
Program Studi Pendidikan Kesejahteraan Keluarga
Departemen Pendidikan Kesejahteraan Keluarga
Fakultas Pendidikan Teknologi dan Kejuruan
Universitas Pendidikan Indonesia

Abstract
This research is motivated by the need for the media to instill character in pre-school age children in orphanages. The purpose of this study is to create a digital story telling in character instilling of pre-school age children in orphanages. The research method uses Research and Development (R&D) with a research model of Planning, Production, and Evaluation (PPE). Research instruments are interview guidelines form and Expert Judgment Validation Sheet. Participants in this study amounted to two validators consisting of media experts and material experts. The results of making digital story telling media include aspects of the media and the material is in “proper to use” criteria. The results of the validation based on expert material assessment such as appropriate grammar, vocabulary, and selected phrases, sentences delivered with words, word stresses and intonation are appropriate, the language used is easily understood by preschoolers, ideas according to the story and the contents of the story support the character value of preschoolers, the message in the story can be understood by preschoolers. The aspects of media assessment consist of software engineering aspects and visual communication aspects. Recommendations are addressed to caregivers so that this Digital Story telling can be used as a medium to instill character values in pre-school age children in orphanages. For further researchers, it is expected to conduct studies on other variables related to the use of digital story telling, namely the implementation of digital story telling in orphanages.

Keywords
Digital Story Telling, Character, pre-school age children, orphanages

Topic
Computers, Internet, Multimedia in Engineering Education

Link: https://ifory.id/abstract/WJbu7nURkZMw


Moodle Mobile Development in Enjoyable Learning for Computer System Subjects
Setya Chendra Wibawa, Edy Sulistiyo, Arman Johan

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Corresponding Author
Setya Wibawa

Institutions
Universitas Negeri Surabaya

Abstract
The mobility of students in the world of education is displaced by social media which is a concern for educators to utilize, create or innovate in the world of Education. In this study aims to utilize moodle mobile in the development of learning material as an online learning media that approaches social media platforms. The media application development method uses Black Box, consisting of (1) feasibility study, (2) requirements, (3) system design, (4) Coding, (5) Testing system, (6) Acceptance Test. Sample testing on media experts, Acceptance Test uses a response assessment consisting of 5 aspects namely Perceived ease of use (PEOU), Perceived usefulness (PU), Perceived Enjoyment (PE), and Intention to use (INT). From the analysis of the Acceptance Test study for 130 students Perceived ease of use (PEOU) of 92.30%, Perceived usefulness (PU) of 86.34, Perceived Enjoyment (PE) of 88%, and Intention to use (INT) of 87, 10% Then from the two classes using independent T-Test two samples showed that the value of the T-test reached 0.046 where the value was below the significance value of 0.05, indicating that H0 was rejected and accepted H1, and so the result was a difference between learning outcomes using the method conventional and learning using Moodle Mobile.

Keywords
enjoyable Learning, Moodle Mobile, Acceptance Test

Topic
Computers, Internet, Multimedia in Engineering Education

Link: https://ifory.id/abstract/He9PR7r8aydp


MULTIMEDIA VIDEO LEARNING OF COTTON FIBER SPINNING
Mira Ayu Lestari, Marlina¹ Mila Kamila²

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Corresponding Author
Mira Ayu Lestari

Institutions
Fashion Management Education Study Program, Departement of Family Welfare, Faculty of Technology and Vocational Education, Indonesian Education University
Email: mira.ayu0904[at]gmail.com, marlina[at]upi.edu, mkarmila[at]upi.edu.

Abstract
ABSTRACT Spinning is the process of converting fiber into yarn through several stages, namely: Blowing, Carding, Drawing, Roving and Ring Spinning. Cotton fiber spinning is one of the materials in the General Textile course. The media used is still in Power Point, so learning multimedia is developed for Cotton Fiber Spinning course. This study aims to identify the learning media used in cotton fiber spinning material, design and make multimedia videos on Cotton Fiber Spinning learning, and conduct validation, revision, verification and data analysis. This research used Research and Development (R&D) method through the stages of design, production, validation, revision, and data analysis. The results of multimedia video validation of cotton fiber spinning learning by material experts obtained an average of 97.5% and the results of multimedia expert validation obtained an average of 95.94%. From the results of the validation, the average percentage is included in the "Eligible" category, so that the Multimedia Video Learning of Cotton Fiber Spinning can be used in the process of learning of cotton fiber spinning. The recommendation that the author proposes is to the lecturers of General Textile course, it is expected that multimedia videos of cotton fiber spinning learning can be used as learning media for General Textile course.

Keywords
multimedia learning video, cotton fiber spinning

Topic
Computers, Internet, Multimedia in Engineering Education

Link: https://ifory.id/abstract/Znt8GdCmRzpa


MULTIMEDIA VIDEO TUTORIAL BATIK INVERSE CAP BLEACHING TECHNIQUE AS A DECORATION OF APPLICATION IN BAG
H Noviyanti (hannynoviyanti28@gmail.com), Marlina (ninamarlina1986@gmail.com), Mila Karmila (mkarmila@upi.edu) S C Wibawa (setyachendra@unesa.ac.id)

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Corresponding Author
Hanny Noviyanti

Institutions
Educational of Fashion Design Study Programme, Home Economics Department, Universitas Pendidikan Indonesia.
Educational of Information Technology, Informatics Department, Universitas Negeri Surabaya, Indonesia.

Abstract
The bleaching batik inverse cap technique is a new innovation by replacing the coloring process on the batik cap with the bleaching technique so that it produces batik that has its own aesthetic value and uniqueness. The stamping technique in this study is the inverse cap technique. Based on the manufacturing of batik, the bleaching technique starts from determining the batik motif, the process of seizing/composing the canting cap motif, and the bleaching process. The method used in this research is the Research and Development method, including: (1) the analysis phase, (2) the planning stage, (3) the production phase, (4) the validation stage, (5) the revision stage, (6) the assessment stage. The results of the validation from the material experts obtained a percentage of 97.1% that interactive learning multimedia is considered very appropriate to be used as a medium of learning in reverse batik bleaching techniques as decoration applications on the bag. Validation from multimedia experts obtained a percentage of 98.6% that multimedia interactive learning is considered very suitable to be used as a learning medium. The results of a limited trial of the user obtained a percentage of 93.8% considered to be very appropriate to be used to support the learning process of reverse stamped batik bleaching techniques as decoration applications on bags.

Keywords
Multimedia Video Tutorial, Batik Inverse Cap Bleaching Technique, Application Decoration, bag

Topic
Computers, Internet, Multimedia in Engineering Education

Link: https://ifory.id/abstract/kdHAFQNRfa42


Predicting university students- behavioral intention toward electronic train ticketing system using Technology Acceptance Model
Lusianus Kusdibyo, Fatya Alty Amalia, Widi Senalasari, Rafiati Kania

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Corresponding Author
Lusianus Kusdibyo

Institutions
Politeknik Negeri Bandung

Abstract
An online train ticketing system has been introduced by Indonesian Train Company called KAI Access, despite some online platforms introduced earlier by private providers. While older generation may have difficulty in using the online platform, the millennial generation who mostly are university students is faster in mastering the platform, including the online ticketing system. The purpose of this study is to determine university students- perception of the Technology Acceptance Model (TAM) variable and measure the effect of the variable Perceived Ease of Use, Perceived Usefulness, and Attitude Towards Usage on Behavioral Intention. Questionnaires were distributed to university students who have using KAI Access train ticketing system. From 350 data collected, 335 data were valid for further analysis. Variance-based SEM PLS was used to determine the relationship between variables. The results show that Perceived Ease of Use and Perceived Usefulness have direct positive and significant effect on Behavioral Intention, while Attitude Towards Usage has no significant influence on Behavioral Intention. The implication for management is to provide better ticketing system which can create users- positive attitude to use it. Further research may compare among online ticketing service systems and involve other variables to predict consumers- attitude and behavioral intention.

Keywords
Perceived ease of use, perceived usefulness, attitude, behavioral intention, online train ticket systems

Topic
Computers, Internet, Multimedia in Engineering Education

Link: https://ifory.id/abstract/dMv2kPQBgxpN


Securing graph steganography by using Shamir-s secret sharing
Aprianti Nanda Sari

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Corresponding Author
Aprianti Nanda Sari

Institutions
Jurusan Teknik Komputer dan Informatika, Politeknik Negeri Bandung
Jalan Gegerkalong Hilir, Bandung

Abstract
Nowadays, information exchange becomes popular along with the development of information technology. To protect their confidential information, people usually use steganography because it hides the presence of the secret information in a media file called as cover. In 2018, Desoky et.al. proposed a method namely graphstega or graph steganography that conceals message as data points in a graph. However, this method is vulnerable since the value represented by the graph is not realistic and this will raise suspicion. To overcome the problem, this paper presents a novel approach by exploiting a graph built based on real data as the cover. To securing the position of the secret message, Shamir-s secret sharing scheme is used. The experiment showed that this method has better security than graphstega.

Keywords
graphstega; Shamirs secret sharing; steganography

Topic
Computers, Internet, Multimedia in Engineering Education

Link: https://ifory.id/abstract/pczEL4XDr3hw


Security Audit in Cloud based Server by Using Encrypted Data AES -256 and SHA-256
Muchammad Husni, Henning Titi Ciptaningtyas, Wahyu Suadi, Royyana Muslim Ijtihadie, Radityo Anggoro, Muhammad Fajri Salam, Siska Arifiani

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Corresponding Author
Siska Arifiani

Institutions
Institut Teknologi Sepuluh Nopember Surabaya

Abstract
Cloud service provides access to servers, databases, storage, and any application services over the Internet. Cloud computing allows users to store their data in the servers. This will ease user to access the data everywhere by only using the internet connection from any devices. Cloud service allows users to run application to many mobile users or to support business critical operations. Cloud service also provides rapid access to the flexible and low-cost IT resources. By using the cloud service technology, there is no need to invest a hardware and spent much time to manage that hardware. Although cloud technology has many advantages, there are also some disadvantages such as some security issues. The usage of internet connection gives a high risk in cyber-attacks. Sometimes the cloud service provider also misuses the data stored in the server. This paper proposes the integrity verification of data stored in the server by using Hash function SHA-256 and AES-256. The proposed scheme combines the mechanism of encryption as a strategy to verify the data integrity. This method will encrypt files stored in the servers. This method aims to ensure the integrity of file stored in the cloud server. This is expected to help users to secure their data.

Keywords
AES-256, SHA-256, Cloud Computing, File Integrity, The Verification of File Integrity

Topic
Computers, Internet, Multimedia in Engineering Education

Link: https://ifory.id/abstract/WhgGeuPHxK7M


Sentiment Analysis of Public Opinions on the Welfare of Honorary Educators Using Naive Bayes
Lazuardy D R 1, Munandar T A2, Harsiti3, Mutaqin Z4, Hays R N5, Sumiati6

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Corresponding Author
Danindra Rizky Lazuardy

Institutions
1,2,5 Informatics Dept., Faculty of Information Technology, Universitas Serang Raya,
3,4 Information Systems Dept., Faculty of Information Technology, Universitas Serang Raya

Abstract
The development of the internet in Indonesia is very rapid, this is marked by the number of emerging social media. One of the most popular social media is Twitter. Many Twitter users who tweet their expression and opinion on a product, service, political issues or things that are trending. Even the current government is not spared from public comment on social media, one of which is an honorary teacher at an elementary school in Pandeglang Regency, who lives next to his school toilet. This case was widely discussed by almost all Indonesians through offline and online media, especially on social media. The impact of this case is the difference in response in the form of public sentiment towards public services, especially in improving the welfare of educators. Various sentiments of Netizens (internet users) appear on social media ranging from praise, criticism, suggestions, satire and even expressions of hatred towards the Pandeglang Government. This research was conducted to determine netizens sentiments towards the Pandeglang Regency government based on the case of honorary teacher news in Pandeglang Regency who live in school toilets. The approach used is Naive Bayes. The results of sentiment analysis showed that there are 16 Twitter posts grouped in neutral class, 19 posts in positive class and the remaining 16 posts are in the negative class. The level of accuracy generated from the sentiment analysis model formed is 88.24%.

Keywords
sentiment analysis, Naive Bayes, public opinion, public services, social media

Topic
Computers, Internet, Multimedia in Engineering Education

Link: https://ifory.id/abstract/vPYkUDq4Wrn8


SIMULATION AND MODELLING OF AIRCRAFT MOVEMENTS PASSING THROUGH VOR
Ariawan D. Rachmanto,1. Iswanto2.,Hernawati3.

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Corresponding Author
Ariawan Rachmanto

Institutions
Fakultas Ilmu Komputer dan Informatika – Universitas Nurtanio Bandung

Abstract
VOR / DME is an air navigation equipment, in flight navigation equipment is needed by the pilot as the direction to fly to the destination airport. The pilot tune the destination VOR / DME frequency, the HSI (Horizontal Situation Indicator) instrument on the aircraft will display the heading, bearing, deviation and course data, taking into account these data the pilot will arrive at the destination airport. The research objective is to make aircraft simulation software pass VOR / DME. The software is developed using the prototype method, which is by making a display model first, then comparing the display models that have been made with the existing VOR / DME simulation device. Simulation and modeling are developed by placing VOR / DME at the appropriate latitude and longitude, map modeling using MapX4.5, the plane is conditioned by selecting at a predetermined point, the HSI instrument is modeled using GL Studio, the programming language used is C

Keywords
heading, deviation, bearing, range

Topic
Computers, Internet, Multimedia in Engineering Education

Link: https://ifory.id/abstract/7z4N6rABL3TC


Simulator Human Machine Interface (HMI) using Visual Basic on the SCADA System
Sofy Fitriani (a*), Yusuf Sofyan (b)

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Corresponding Author
Sofy Fitriani

Institutions
a) Department of Computer Engineering and Informatics, Politeknik Negeri Bandung, Gegerkalong Hilir, Bandung, Indonesia
b) Department of Electrical Engineering, Politeknik Negeri Bandung, Gegerkalong Hilir, Bandung, Indonesia

Abstract
Recently, many industries are using Supervisory Control and Data Acquisition (SCADA), especially in the electrical industry. SCADA system is a computer based in control and monitoring system. This research is proposed to design a Human Machine Interface (HMI) on the SCADA system for power plant. However, due to the high cost of HMI as used in the industry, a simulator HMI was built. The objective of this study is to design HMI simulator by using Visual Basic to simulate controlling process as similar as in the real plant. The strategy to examine the performance of HMI simulator is manipulates data from analogue data contained in a three-phase plant simulator and converted into the real SCADA scale and displayed. Based on the experiment, the performance of HMI simulator is following what it should be, where the entered data from the RTU to the HMI is running well and can displayed on a computer.

Keywords
HMI, Simulator, SCADA, Visual Basic

Topic
Computers, Internet, Multimedia in Engineering Education

Link: https://ifory.id/abstract/FPLjvEAcDt3K


Social and Emotional Learning Impact on Student and Teacher: A Systematic Mapping Study
Parabelem Tinno Dolf Rompas (a*);Muhammad Nurtanto (b); Glenn Paulus Maramis (c); Ahmad Mujaki (b); Rian Dwi Aji Saputro (b)

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Corresponding Author
Parabelem Tinno Dolf Rompas

Institutions
a) Informatics Engineering Study Program, Universitas Negeri Manado
Jalan Kampus Fakultas Teknik Unima, Tondano 95618, North Sulawesi, Indonesia
*parabelemrompas[at]unima.ac.id
b) Study Program of Technical and Vocational Education, Graduate School, Universitas Negeri Yogyakarta
Jalan Kampus Karangmalang, Yogyakarta 55281, Indonesia
c) Department of Information and Communication Technology, Universitas Negeri Manado
Jalan Kampus Fakultas Teknik Unima, Tondano 95618, North Sulawesi, Indonesia

Abstract
The role of technology is getting stronger involved in educational practices. The future development of this role is considered to facilitate heavy work and higher thinking can be simplified. However, these conditions must be realized by the teacher so as not to shift and be able to control the role of technology. Some of the roles of technology include the involvement of IoT in the education sector, namely the administration system and the teaching system with the concept of cohesiveness between teachers, students and technology integration. Thus, social and emotional learning (SEL) requires learners to be able to understand and manage emotions to set and achieve positive goals, build and maintain positive relationships and make responsible decisions. This review study aims to describe SEL competencies in future work towards (a) self-awareness; (b) self-management; (c) social awareness; (d) relationship skills; and (e) responsible decision making. The research method uses literature review with big data from various online databases. The teacher will be able to organize learning well by considering the achievement of SEL competencies. Finally, some suggestions were proposed for future research, technological involvement in the field of vocational work.

Keywords
Future skills; Social and emotional learning; Systematic mapping study; Technology integration

Topic
Computers, Internet, Multimedia in Engineering Education

Link: https://ifory.id/abstract/kUhRfqwe7bn2


Student Satisfaction Analysis of SPOT UPI Service at UPI Bandung Postgraduate Using Fuzzy-Servqual Method
Agung Rorhi Prayudha (a), Sumarto (b), Ade Gafar Abdullah(c)

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Corresponding Author
Agung Rorhi Prayudha

Institutions
(a) Department of Technology and Vocational Education, Postgraduate School, Universitas Pendidikan Indonesia, Bandung, Indonesia.
(b)Department of Electrical Engineering Education, Universitas Pendidikan Indonesia, Bandung, Indonesia
(c) Department of Electrical Engineering Education, Universitas Pendidikan Indonesia, Bandung, Indonesia

Abstract
This article analyzes the level of student satisfaction in using SPOT UPI Bandung e-learning services. Student satisfaction is taken by distributing questionnaires to respondents. This article compares perceptions with students expectations in using SPOT UPI Bandung services using fuzzy-servqual. The sample of this study was 41 people. The results showed that the gap value for postgraduate student satisfaction with the UPI Bandung SPOT service was still high at -1.584 with a perception value of 7.695 and an expectation value of 9.277. The main conclusion of this study is that UPI Bandung graduate students who use SPOT e-learning services have not felt satisfaction in using SPOT e-learning services.

Keywords
satisfaction;e-learning;fuzzy-servqual

Topic
Computers, Internet, Multimedia in Engineering Education

Link: https://ifory.id/abstract/6EcL8QB7UMxA


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