Page 4 (data 91 to 105 of 105) | Displayed ini 30 data/page
Corresponding Author
Yuliatri Sastrawijaya
Institutions
Universitas Negeri Jakarta
Abstract
This study aimed to find out the effect of training of arranging questions using moodle towards teacher-s performance in arranging test items in SMA Negeri 100 Jakarta. This study used field study as the methodology with correlational approach. The sample of the study was all the 37 people from data source. This study also used questionnaire and documentation as the research instrument. Based on the results of data testing that has been done, this study found that there was positive and significant relation between the training of arranging question with teacher-s performance in arranging test items in SMA Negeri 100 Jakarta. Based on the calculation of the normality data test, it was found the result for teachers- performance instrument data with Lhitung = 0,138 and the training of arranging question data instrument Lhitung = 0,141 with Ltabel = 0,146. The meaning of the statement before was from both instruments was normal distribution. Meanwhile for the results of testing the hypothesis was found 0.735 as the value. It could be concluded that the correlation between x variable and y variable were strong. The data showed that there was positive relation between the training of arranging questions using moodle with teacher-s performance in arranging test items in SMA Negeri 100 Jakarta.
Keywords
Training, Teacher-s Performance and Arranging Questions
Topic
Computer and Communication Engineering
Corresponding Author
Abdul Malik Sayuti
Institutions
a. Department of Commerce, Politeknik Negeri Bandung
Jalan Gegerkalong Hilir, Ciwaruga, Parongpong, Bandung Barat
*abdul.malik[at]polban.ac.id
Abstract
This study aims to analyze the importance of online store features in influencing product purchasing decisions. This study uses the theory of acceptance model in analyzing the factors of technology acceptance in online stores and its efect to life style, trust, and purchase decision. Respondents in this study are 200 people who have bought products in the online store. The selection of samples using convenience sampling technique is a sampling procedure that selects samples from people or units that are most easily found or accessed. The data analysis technique used is Structural Equation Model based on Partial Least Square. The results show that perceived usefulness and perceived usefulness of the technology acceptance model in the online store affect purchasing decisions at the online store. Lifestyle, products, and trust play an important role directly or mediating the influence of the use of technology in online stores on Purchase Decisions on the Online Store.
Keywords
technology acceptance model, lifestyle, trust, product, purchase desicion
Topic
Computer and Communication Engineering
Corresponding Author
Ateng Kurnia
Institutions
Institut Pendidikan Indonesia Garut; Universitas Negeri Semarang;
Abstract
The purpose of this paper is investigating the effect of dubbing vowel reduction on the accuracy of transcripting of speech recognation software. Originally dubbing is voiceover translations in film but in this case, it means technique of training vowel reduction to help freshmen attain the level of intelligible pronunciation by imitating though group pronounced by actors and voiceovers mirroring native like pronunciation synchronizing as closely as possible with native speakers lips. The participants are twenty freshmen as control class and the other twenty as experiment. Praat analysis is used to see the accuracy of students utterance pronouncing the reduced vowel extracted from segmentation of though chunk and to analyze its effect on the transcript made by speech recognation software.
Keywords
dubbing vowel reduction, intelligible pronunciation, Praat analysis and transcript of speech recognation
Topic
Computer and Communication Engineering
Corresponding Author
Ramen Antonov Purba
Institutions
a,d)Manajemen Informatika, Politeknik Unggul LP3M
Jl. Iskandar Muda No. 3 CDEF, Medan - North Sumatera Indonesia
b)Teknik Informatika, Universitas alwashliyah Labuhanbatu
Jl. sempurna Rantauprapat
c)Teknik Informatika, STIKOM Pelita Indonesia Pekanbaru
Jl. Jend. Ahmad Yani No.82-88 Pekanbaru
e)Akuntansi, Politeknik Unggul LP3M
Jl. Iskandar Muda No. 3 CDEF, Medan - North Sumatera Indonesia
Email : ramen_purba[at]yahoo.com
Abstract
Private or public companies need tools to make easy decision making process. This research conducted at PT. FIF Medan. Focus in decision making to provision motor vehicle loans. The study do because PT. FIF Medan has problems to determining whether consumers are given financing. Research using Back Propagation Neural Network. Back Propagation Neural Network is a method that simplifies complex problems. Simplifying model by taking the most essential core issues. Research will be carried out with the stages of identifying problems, determining needs, analyzing, and choosing alternatives. 8 (eight) criteria will be parameters, including the amount of dependents, length of work, home status, history of finance, employee workplace, vehicle type, financing tenure, and monthly income.
Keywords
backpropagation, decision suport, neural network
Topic
Computer and Communication Engineering
Corresponding Author
Ramen Antonov Purba
Institutions
a,b,c) Department of Engineering, Technology and Vocational Education
Padang State University
Jl. Prof. Dr. Hamka Air Tawar Padang, West Sumatra, Indonesia
Email : ramen_purba[at]yahoo.com
Abstract
Technology development makes everything unlimited. Everyone easily to gets information. There are negative and positive impacts. The one negative impact is plagiarism the work of others. Of course this brings a bad impact. This study aims to examine the similarity of Student Final Reports at the Politeknik Unggul LP3M Medan. The method used is the Cosine Similarity Method. This method was chosen because it works based on mathematical calculations. How it works is by comparing the final project done by students with the final project that has been there before. With the Cosine Similitary Method, percentage of similarity will be obtained. If the similarity is high, the final project is said to be tracing.
Keywords
cosine similarity, final project, similarity, plagiarism
Topic
Computer and Communication Engineering
Corresponding Author
Julyeta PA Runtuwene
Institutions
Universitas Negeri Manado
Abstract
Teachers are required to carry out their duties and responsibilities based on the four fundamental teacher competencies. In Indonesian Law No. 14 of 2005 concerning Teachers and Lecturers, stated that teacher competencies are pedagogic, personality, social, and professional. The quality of professional teacher determines based on an assessment of the four fundamental competencies of teachers above. The focus of this study is the classification of professional teacher quality assessment results based on four teacher competencies. The classification of quality professional teachers uses analytical hierachy process (AHP) and fuzzy rule-based method. This research is essential to do so that they become recommendations in supporting decision making. The purpose of this study is to improve the performance of professional teacher quality assessment.
Keywords
professional teacher, classification, AHP, fuzzy rule-based, quality assesment
Topic
Computer and Communication Engineering
Corresponding Author
Abdul Hasim
Institutions
Institut Pendidikan Indonesia, Garut
Abstract
Abstract. The research investigates the meaningful word processing. It is used to find out meaningful words. It consists of number of letters or phonemes in Bahasa. For instance, /p/, /u/, /a/, /s/, can be developed being p-a-u-s, p-a-s-u, s-a-p-u, s-u-a-p, dan u-s-a-p. The use of this application is intended to produce the dictionary of word by arranging certain phoneme to facilitate learners finding out a number of vocabularies in Bahasa easily. The meaningful of word processing can be implemented by using Android which is able to be accessed via online or offline. The methodology of this research is Mixed Method. The finding of this program application is vocabularies which have denotative meaning or dictionary meaning.
Keywords
Keywords : program application, phonemes, meaningful words, dictionary of words.
Topic
Computer and Communication Engineering
Corresponding Author
Irwan Alnarus Kautsar
Institutions
Universitas Muhammadiyah Sidoarjo
Abstract
This paper presents the development of a supportive tool for Computer Security related Classroom while taking advantage of the User-centered Design Canvas. The proposed supportive tool was developed to support both lecturer and students to manage the submission and scoring system on the Computer Security class related. The User-centered design itself was widely used as an approach to software development in order to achieve better design on the User Interface and the User Experience. Adopting Bussiness Model Canvas, the User-centered Design Canvas was introduced as an acceleration tool for rapid prototyping and ensure the effectiveness and efficient manner for the sake of user satisfaction. As the results from the questionnaire, more than 85% of users express the benefits of the current development supportive tool. Also from the Log Metric Analysis, users have completed a designated task in few minutes with minimum repetition. This indicates that the developed supportive tool is easy to use and shows the effectiveness of the User-Centered Design Canvas for rapid prototyping.
Keywords
user-centered design, rapid prototyping, supportive tool
Topic
Computer and Communication Engineering
Corresponding Author
Danang Junaedi
Institutions
(a) Informatics Department, School of Computing, Telkom University
Jl. Telekomunikasi Terusan Buah Batu, Bandung 40257 Indonesia
(b) Information technology Department, School of Computing, Telkom University
Jl. Telekomunikasi Terusan Buah Batu, Bandung 40257 Indonesia
danangjunaedi[at]telkomuniversity.ac.id
Abstract
The elderly is someone who has entered the age of 60 years who can-t feel the development of technology because the elderly experiencing in the digital immigrant. Besides, the elderly also have problems in managing their daily activities. Based on the results of the literature studies conducted, there is a problem when the elderly use the scheduling activities applications which are designed for the public. Other applications are also quite difficult to understand by the elderly. This causes recurring problems in the user interface design that is designed so the User Interface Design (UID) Pattern is required according to the needs and characteristics of the elderly to deal with these recurring problems. To do this research, the steps are collecting previous design solutions, user research, creating new design solutions, and testing design solutions. The results of this study are a UID pattern that will be used as a preliminary guide for designing UI of scheduling activity applications for the elderly and scheduling activity prototype for the elderly. The prototype will be tested using a usability measurement that is the USE Questionnaire. Therefore, it is generated UID Pattern scheduling activity application for the elderly that can help achieve the objectives in carrying out their activities.
Keywords
Design Pattern, Elderly, Scheduling, Scheduling Activity, USE Questionnaire, User Interface, User Interface Design Pattern
Topic
Computer and Communication Engineering
Corresponding Author
veronikha effendy
Institutions
Telkom University
Abstract
E-catalog is a marketing media that aims to make it easier for consumers to get information about a product, including the type of product, the shape of the product even the price of the product. One of the official motor dealer in Indonesia has a Spare Parts e-catalog. Unfortunately, this application still has problems with the user interface, so it makes the user hard to get the information they need. This also strengthened by the low usability test results using the USE Questionnaire. The observation also showed that the image of the spare part is unclear so that makes it difficult for users to get the information and imagine the original shape of the spare part. The low usability results also indicate that this application is still difficult to use, difficult to learn and unsatisfactory for consumers. Based on those problems, a redesign of the user interface is required to assist users in obtaining the required spare part information. Appropriate technology for visualizing spare part images in more detail is Augmented Reality (AR). The re-designed user interface has built using The Goal-Directed Design (GDD) method for accommodate on achieving the goals of the user and the dealer. The prototype then evaluated by USE Questionnaire, and the usability value increased to 84%. This result indicate that the re-designed user interface of the application can facilitate the user in finding the information needed with easier way and satisfying.
Keywords
e-catalog, spare part, GDD, Augmented Reality, USE Questionnaire
Topic
Computer and Communication Engineering
Corresponding Author
Indah Khoerunnisa
Institutions
(1) Post-Graduate Studies School, Universitas Pendidikan Indonesia
(2) Technology and Vocational Education Faculty, Universitas Pendidikan Indonesia
(*) indahkhoerunnisa[at]upi.edu
Abstract
This study aims to develop VirLab in the simulation of water content analysis and ash content analysis in food analysis course. Limited practical resources in tools and practical places encourage researchers to develop simulation media as a tool of learning. The ideal ratio demands between the tools of practice available and the number of students is a prerequisite for the prevalence of student learning opportunities in the practice room. The research method used is design based research. Stages of research consist of design, development, and testing. VirLab developed is a simulation that can be accessed online on the website. The thermogravimetric method is presented on VirLab for water content analysis simulation, and the dry fogging method is presented on VirLab for ash content analysis simulation. Expert judgment and users assess the Virlab to provide responses of visual communication aspects, material relevance aspects, and its benefit aspects as learning media. The results show that VirLab of water and ash content analysis simulation can be used as learning media for food analysis course.
Keywords
virtual laboratory, simulation, water content analysis, ash content analysis
Topic
Computer and Communication Engineering
Corresponding Author
Eko Sugiarto
Institutions
(a) Art Education Department, Universitas Negeri Semarang, Semarang, Indonesia
*ekosugiarto[at]mail.unnes.ac.id
(b) PGSD Sumedang, Universitas Pendidikan Indonesia, Bandung, Indonesia
(c) Visual Communication Design, Universitas Negeri Semarang, Semarang, Indonesia
(d) Indonesian Language Department, Universitas Negeri Semarang, Semarang, Indonesia
Abstract
The limitations of the gallery building that displays works of art become an inhibitor in art appreciation learning. On the other hand, the development of digital-based media has not been widely used as an art learning media. This study aims to analyze the development of art students in studying the painting by using the virtual gallery as a learning media based on digital technology. The research design is carried out by steps: (1) designing & preparing virtual gallery; (2) input some art work as a learning resources; (3) implementing virtual gallery for painting appreciation learning; and (4) evaluating the learning process. The research subjects were 20 students in the art department who were studying painting appreciation. The results showed that students ability in appreciating paintings artwork had increased using virtual gallery as a digital technology based media. Student ability increases to (a) know, (b) understand, (c) analyze, and (d) assess the artwork. Therefore, it can be concluded that media learning based on technology can simplify art learning, especially in painting appreciation processes.
Keywords
digital, virtual, gallery, art, learning media
Topic
Computer and Communication Engineering
Corresponding Author
Yana Sudarsa
Institutions
Electrical Engineering Department, Bandung of State Polytechnic
Abstract
Final Project Electrical Engineering Students at Bandung of State Polytechnic is a compulsory subject of 6 credits. It consists of the student undertaking an autonomous project under the direction of an advisor, the completion of which is intended to help the students implement the skills that they have gained during their studies and ensure that they acquire the relevant competences associated with their degree. To manage this activities is complex and time consuming for students, advisors, and committee. The final project process starts from proposed final project students, evaluation them, advising, reporting, and examination. To manage it, web based application that nowadays is very popular is applied. So, this paper presents the Final Project Student MIS Application web platform designed for Electrical Engineering Department students and their lecturer. The system is called SePaKaT TA (Sistem Pengambilan Keputusan Terpadu Tugas Akhir). The process of implementation of the system is based on the Waterfall Method that is a breakdown of project activities into linear sequential phases, where each phase depends on the deliverables of the previous one and corresponds to a specialization of tasks. The approach is typical for certain areas of engineering design. The Final Project Student MIS Application is a best solution because it-s support on time correctly without delays and informing online all students. In addition, the system provides with Decision Support System (DSS) to decide students eligible for examination based on requirements. Other advantages of the system is less paper usage and less people to manage
Keywords
Web Development System, Decision Support System, Online Management System, Student MIS Application
Topic
Computer and Communication Engineering
Corresponding Author
Wahyu Rafdinal
Institutions
a) Politeknik Negeri Bandung
wahyu.rafdinal[at]polban.ac.id
b) Politeknik Negeri Bandung
eko.susanto[at]polban.ac.id
c) Politeknik Negeri Bandung
mohammad.rizal[at]polban.ac.id
Abstract
The rapid development of online games makes online games very popular. This study aims to analyse the factors that make a person addicted to playing online games. This research analyses game features and social perspectives that influence online game addiction. Respondents in this study are online game players in Indonesia who play online games more than 21 hours a week with 150 respondents. The analysis technique used is PLS-SEM. The results showed that game features had a significant effect on game addiction. Social factors such as network convergence, interdependence, sense of community, relational switching cost contributed to game addiction. This research can be information on the factors that influence game addiction.
Keywords
game addiction, game features, social perspectives
Topic
Computer and Communication Engineering
Corresponding Author
Lucky Rahayu Nurjamin
Institutions
INSTITUT PENDIDIKAN INDONESIA
Abstract
The development of technology in upholding any discipline of knowledge has been widely extended, particularly in linguistics study. One of the advancements is a language clustering software,functioning to analyze any linguistic data through the sorting procedure, namely Monoconc. Due to its significance, this study is aimed at expounding the practicality and the feasibility of this software. To achieve this aim, qualitative reseach was employed. As a result, monoconc software is recommmended to utilize in processing linguistic records. The simplicity as well as the viability are the main roots of proposing the software as an alternative to apply.
Keywords
clustering sofware, linguistics, Monoconc
Topic
Computer and Communication Engineering
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