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PSAP: Improving Accuracy of Students' Final Grade Prediction using ID3 and C4.5 Ismail Yusuf Panessai; Muhammad Modi Lakulu; Mohd Hishamuddin Abdul Rahman; Noor Anida Zaria Mohd Noor; Nor Syazwani Mat Salleh; Aldrin Aran Bilong
International Journal of Artificial Intelligence Vol 6 No 2 (2019)
Publisher : Lamintang Education and Training Centre, in collaboration with the International Association of Educators, Scientists, Technologists, and Engineers (IA-ESTE)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36079/lamintang.ijai-0602.42

Abstract

This study was aimed to increase the performance of the Predicting Student Academic Performance (PSAP) system, and the outcome is to develop a web application that can be used to analyze student performance during present semester. Development of the web-based application was based on the evolutionary prototyping model. The study also analyses the accuracy of the classifier that is constructed for the prediction features in the web application. Qualitative approaches by user evaluation questionnaire were used for this study. A number of few personnel expert users which are lecturers from Universiti Pendidikan Sultan Idris were chosen as respondents. Each respondent is instructed to answer a total of 27 questions regarding respondent’s background and web application design. The accuracy of the classifier for the prediction features is tested by using the confusion matrix by using the test set of 24 rows. The findings showed the views of respondents on the aspects of interface design, functionality, navigation, and reliability of the web-based application that is developed. The result also showed that accuracy for the classifier constructed by using ID3 classification model (C4.5) is 79.18% and the highest compared to Naïve Bayes and Generalized Linear classification model.
Usefulness of Augmented Reality as a Tool to Support Online Learning Ismail Ismail; Nur Iksan; Siva Kumar Subramaniam; Azmi Shawkat Abdulbaqie; Salini Krishna Pillai; Ismail Yusuf Panessai
Jurnal Ilmiah Teknik Elektro Komputer dan Informatika Vol 7, No 2 (2021): August
Publisher : Universitas Ahmad Dahlan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.26555/jiteki.v7i2.21133

Abstract

The global crisis following the outbreak of the Covid-19 epidemic has had an impact on the teaching and learning process (PdP). The main problem with PdP during the Covid-19 epidemic was the limitation in conducting face-to-face activities in the classroom. Therefore, a learning aid is needed to enable PdP to run optimally even though there is no face-to-face interaction between teachers and students. The research contribution is to highlight the application of Augmented Reality to support distance learning in the Covid-19 epidemic situation, specializing in Wood Carving Art for the subject of Visual Arts Education Form 4. The AR Wood Carving Art mobile application uses the ADDIE design model based on five phases, namely Analysis, Design, Development, Implementation, and Testing. The AR Wood Carving Art mobile application is evaluated based on its usefulness. The AR Wood Carving Art mobile application was evaluated among 27 students from 4 of SMK Pasir Gudang (Johor, Malaysia) and registered to Visual Arts. Based on the result, 80% of respondents strongly agree that the AR Wood Craving Art mobile application help respondents be more effective. It helps users to be more productive and giving ideas to users to be creative and innovative. One hundred percent of respondents strongly agree that the AR Wood Craving Art mobile application makes things that users want to achieve easier to do, and the AR Wood Craving Art mobile application does what users want. Eighty percent of respondents strongly agree that the AR Wood Craving Art application is useful and the application saves time when users use it. Therefore, the AR Wood Craving Art application is effectively used in learning which makes users more productive, creative, and innovative. In addition, the AR Wood Craving Art mobile application makes it easy for users to understand wood carving topics in visual arts subjects, and users can carry out educational and teaching activities like in a classroom.
Interactive Module Development of Teacher's Measurements Mohd Razimi Husin; Ismail Yusuf Panessai; Hishamuddin Ahmad
International Journal of Humanities, Management and Social Science Vol 1 No 1 (2018)
Publisher : Lamintang Education and Training Centre, in collaboration with the International Association of Educators, Scientists, Technologists, and Engineers (IA-ESTE)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36079/lamintang.ij-humass-0101.10

Abstract

This research develops an interactive module system that can be used to explore and build a self-assessment checklist on significant learning content in the daily life and work of students in the future. The purpose of this interactive module system is to contribute to the teacher in choosing the appropriate learning content for teaching. This study will focus on the contents of Form 1 history subjects involving teachers and students. In addition, with a self-assessment checklist of teachers, educators can use it in determining significant learning content with the life and nature of student work. The built-in interactive module system also benefits pupils when the learning takes place content and skills that can be used all the time. The data were obtained through field observations in the classroom and teacher work. In general, the use of interactive module systems developed is very good and effective. The findings show that the majority of users have stated that the developed system interface is of interest to the user, in which the navigation system developed is user-friendly. The user states that the usability of the developed system is very helpful to teachers and students in understanding the content of the given lessons.
Learning Logic Gate through 7-Gates Hanasrullah Halim; Wan Amirah Najwa Wan Idris; Haslina Hassan; Ismail Yusuf Panessai
International Journal of Multimedia and Recent Innovation Vol 2 No 1 (2020)
Publisher : Lamintang Education and Training Centre, in collaboration with the International Association of Educators, Scientists, Technologists, and Engineers (IA-ESTE)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36079/lamintang.ijmari-0201.70

Abstract

This game is a simple method for a student that try to learn in Logic Gates, an educational game with futuristic adventure. The only way for the player to save the digital world in this game by using Logic Gates, with Logic Gates formulas the player can make the power connection on the circuit to the digital world engine. Without knowing how Logic Gates functional will make the player losing the power for the engine to the digital world. 7 Gates Digital World is a complex genre game. The main genre for this game absolutely is an Educational Game. Although, the game developer made a complex genre for this educational game. Puzzle include in this game combined with platforms games style the player must collect all the switches in confusion platform map to go through the next portal to the next level. Educational genre in this game giving the content level completely based on the level of understanding and give the player to memorize every gates formula.
GENIUS KIDS: Learn to Count through Games Wan Amirah Najwa Wan Idris; Hanasrullah Halim; Haslina Hassan; Ismail Yusuf Panessai
International Journal of Multimedia and Recent Innovation Vol 1 No 1 (2019)
Publisher : Lamintang Education and Training Centre, in collaboration with the International Association of Educators, Scientists, Technologists, and Engineers (IA-ESTE)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36079/lamintang.ijmari-0101.71

Abstract

The goal of learning to count addition, subtraction, multiplication and division can have a positive impact for student to play because it can attract student to prefer learn while playing. The motivations for the player to play the game are interesting and not bored because this game is concept education. The aim of this research is to help students learn and love mathematics well. The objective of this research is to train student to play while counting. Researcher use use a game maker to develop this game and adobe photoshop for design. Researcher use a game maker to develop this game and adobe photoshop for design. The first idea of this game is not to make a fire, but wants to make the player jump to touch a block that contains a question mark so that it will reveal either poison or medicine. If medicine, Ben has extra point but if poison, he must to answer the question again. However, the idea is further expanded to make the barrier because the game is only for children aged 12 and below. Problem software development when compile many error at the system and must to reduce unimportant views and display size resolution because of the many elements causing game maker to run. The suggestion for this game is screens need to be raised to attract children to plays.
Learning Logic Gates Using Augmented Reality Nurul Hidayah Rahani; Aldrin Aran Bilong; Muhammad Rafiq Mat Suruji; Ismail Yusuf Panessai
International Journal of Multimedia and Recent Innovation Vol 2 No 1 (2020)
Publisher : Lamintang Education and Training Centre, in collaboration with the International Association of Educators, Scientists, Technologists, and Engineers (IA-ESTE)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36079/lamintang.ijmari-0201.81

Abstract

This research is important to enhance students understanding and learning performance in Computer Organization and Architecture subject especially in logic gate circuit topic as student also can improve their knowledge and usage in new technology like AR. The appropriate methodology chosen in development of this research is ADDIE model which is consists of five phases. The application were evaluated by the student who take Computer Organization and Architecture subject in Sultan Idris Education University. By using ADDIE model as its methodology, the planning of this mobile application was successfully proceeding smoothly starting from the analysis phase until evaluation phase. The details gained from the phase of evaluation will be explained through the next chapter of this research. Overall from this research, the AR-LoGates Apps has shown that it is a necessary product by receiving a good reception from students. The results proved that AR-LoGates application can help students in learning especially in easy to understanding the logic gate topic and make the learning become interesting way.
Solving Rich Vehicle Routing Problem Using Three Steps Heuristic Mohd. Sapiyan Baba; Ismail Yusuf Panessai; Nur Iksan
International Journal of Artificial Intelligence Vol 1 No 1 (2014)
Publisher : Lamintang Education and Training Centre, in collaboration with the International Association of Educators, Scientists, Technologists, and Engineers (IA-ESTE)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36079/lamintang.ijai-0101.9

Abstract

Vehicle Routing Problem (VRP) relates to the problem of providing optimum service with a fleet of vehicles to customers. It is a combinatorial optimization problem. The objective is usually to maximize the profit of the operation. However, for public transportation owned and operated by government, accessibility takes priority over profitability. Accessibility usually reduces profit, while increasing profit tends to reduce accessibility. In this research, we look at how accessibility can be increased without penalizing the profitability. This requires the determination of routes with minimum fuel consumption, maximum number of ports of call and maximum load factor satisfying a number of pre-determined constraints: hard and soft constraints. To solve this problem, we propose a heuristic algorithm. The results from this experiment show that the algorithm proposed has better performance compared to the partitioning set.
Sistem Informasi Pemantauan Retribusi Pada Menara Telekomunikasi Afdal Suganda; Ririt Dwiputri Permatasari; Pratiwi; Ismail Yusuf Panessai
International Journal of Education, Science, Technology, and Engineering Vol 2 No 2 (2019)
Publisher : Lamintang Education and Training Centre, in collaboration with the International Association of Educators, Scientists, Technologists, and Engineers (IA-ESTE)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36079/lamintang.ijeste-0202.27

Abstract

Tekomunikasi adalah salah satu faktor penting dan strategis dalam mendukung dan meningkatkan daya saing ekonomi suatu negara. Telekomunikasi juga berperan dalam peningkatan pendidikan dan peningkatan hubungan antar negara. Pembangunan menara telekomunikasi diperlukan untuk memperhatikan estetika lingkungan, tata ruang dan wilayah serta orang-orang keselamatan dan keamanan yang berada di sekitar menara telekomunikasi. Peran pemerintah kota untuk mengatur penyelenggaraan perizinan, khususnya terkait dengan perizinan menara telekomunikasi sangat penting agar pendirian menara telekomunikasi tidak sembarangan dan merugikan banyak pihak. Dengan terjadinya masalah-masalah ini, kita membutuhkan aplikasi yang dapat membantu pemerintah kota dalam mengelola pemantauan dan retribusi data oleh menara telekomunikasi. Information System for Information Levy Monitoring On Telecommunication Towers Abstract: Telecommunications is one of the important and strategic factor in supporting and enhancing the competitiveness of a nation's economy. Telecommunications also play a role in the improvement of education and improvement of relations between nations. Telecommunications tower construction is required to pay attention to the aesthetics of the environment, spatial and regions as well as safety and security people residing around the telecommunications tower. The role of the city government to regulate the operation of licensing, particularly related to the licensing of telecommunications tower is very important for the erection of the tower telekominikasi not arbitrary and detrimental to many parties. With the occurrence of these problems, we need an application that can help the city government in managing data monitoring and levies by the telecommunications tower. Keywords: License, Telecommunication Tower, Client-Server.
Pendeteksi Tingkat Kecanduan Internet Berbasis Sistem Pakar yang Menggunakan Certainty Factor Achmad Yani; Abdi Manaf; Nur Iksan; Ismail Ismail; Pratiwi Hendro Wahyudiono; Ismail Yusuf Panessai
Jurnal Rekayasa Teknik Vol 2 No 1 (2023): JURETEK: Jurnal Rekayasa Teknik
Publisher : Jurnal Rekayasa Teknik

Show Abstract | Download Original | Original Source | Check in Google Scholar

Abstract

Bermula sejak COVID19 maka hampir setiap orang di seluruh dunia menggunakan internet bahkan hingga tahap yang mencemaskan yaitu kecanduan internet. Beberapa penelitian melaporkan bahwa tingkat kecanduan terhadap penggunaan jaringan internet semakin tinggi walaupun COVID19 telah reda. Remaja belum mampu memilih aktivi-tas sambungan internet yang bermanfaat dan mereka lebih mudah mengalami pengaruh buruk lingkungan per-gaulan. Untuk mengatasi hal tersebut mereka perlu dukungan dari para psikolog sehingga dapat mencegah dan mendiagnosis dini sebelum mereka menjadi penderita kecanduan internet berat. Namun disisi lain, jumlah psikolog yang dapat membantu masih sangat terbatas terutama di kota-kota kecil. Selain itu faktor ekonomi dan keterbata-san waktu orangtua dalam mendapingi anaknya mengunjugi psikolog menjadi penghambat utama. Oleh karena itu perlu ditemukan solusi yang dapat mengatasi keterbatasan-keterbatasan dan penghambat remaja dalam mendapat-kan pelayanan dari seorang psikolog. Salah satu solusi dari permasalahan tersebut adalah membangun sebuah sis-tem pakar yang dapat bekerja sebagai seorang psikolog. Tujuan penelitian ini adalah untuk membangun sebuah aplikasi sistem pakar untuk melakukan diagnosis kecanduan internet dengan menggunakan metode certainty factor (factor kepercayaan). Tingkat kecanduan internet dikategorikan dalam rendah, sedang dan tinggi. Pengujian sis-tem dilakukan dengan menggunakan pengujian black box yang memungkinkan pakar memperoleh kumpulan kondi-si keluaran yang akan mengerjakan seluruh keperluan fungsional program. Pengujian ini menunjukkan pemasukan data keluaran telah berjalan sebagaimana yang diharapkan. Pengujian terhadap 20 repsonden memberikan ting-kat akurasi sistem pakar “Internet Sehat” 83%