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CHATBOT PROTOTYPE TRAINING USING DEEP LEARNING METHODS FOR TOURISM IN NORTH SUMATRA Fibriasari, Hesti; Putri, Tansa Trisna Astono; Widiastuti, Uyuni
Journal of Community Research and Service Vol 8, No 1: January 2024
Publisher : Universitas Negeri Medan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24114/jcrs.v8i1.57639

Abstract

Tourism is one of the foreign exchange industry that has significant potential for expansion. One notable province is North Sumatra, which boasts a plethora of captivating tourism destinations. Advertising and insufficient management systems for tourism information are hindering the expansion of the tourism business. The younger generation lacks a significant comprehension of artificial intelligence and its utilization in Chatbots and support services. A Chatbot is a program designed to engage in conversations on your behalf. Consequently, the design and deployment of deep-learning Chatbots necessitate teaching. This non-profit initiative aimed to tackle the issue by providing direction, examples, and practical training on tourist Chatbot prototypes specifically from North Sumatra. The PKM curriculum offers teaching in marketing methods, specifically focusing on tourist information management systems. 2) Education on the core concepts of artificial intelligence, specifically focusing on Chatbots. 3) Training in deep learning for constructing Chatbots; 4) Training in using the Chatbot application. The purpose of this activity is to increase public knowledge and usage of Chatbot applications for obtaining information about tourism destinations in the province of North Sumatra, in order to raise awareness among tourists.
The impact of the project-based learning (PBL) on the motivation of first-year students at Universitas Negeri Medan Hasan, Hanapi; Jalinus, Nizwardi; Abdullah, Rijal; Ambiyar, Ambiyar; Fadhilah, Fadhilah; Putri, Tansa Trisna Astono
Journal of Computer Science, Information Technology and Telecommunication Engineering Vol 5, No 1 (2024)
Publisher : Universitas Muhammadiyah Sumatera Utara, Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30596/jcositte.v5i1.17973

Abstract

The goal of this study is to look at the effect of new learning approaches like project based learning (PBL) on the enthusiasm for studying of undergraduates at Universitas Negeri Medan. In the quasi-experimental design, the Times-Series Design with Control Group was used. The one-way ANOVA test was used to evaluate the data. The results demonstrated that the pretest and posttest motivation questionnaires in the control and experimental classes of the PBL paradigm differed. The mean of pretest motivation score for the experiment group was 3.50, by input score that varied from 3.00-3.97 and a standard deviation of 0.58. The mean of posttest motivation score for the experiment group was 3.83, by a score that ranged from 3.03-4.00 and a standard deviation of 0.61.
Evaluation on Students’ Achievement for Outcome Based Education on Engineering Students Hasan, Hanapi; Ambiyar, Ambiyar; Rizal, Fahmi; Maksum, Hasan; Putri, Tansa Trisna Astono
Journal of Computer Science, Information Technology and Telecommunication Engineering Vol 5, No 2 (2024)
Publisher : Universitas Muhammadiyah Sumatera Utara, Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30596/jcositte.v5i2.20014

Abstract

This article explores the implementation and impact of Outcome-Based Education (OBE) in engineering programs, emphasizing the shift from traditional methods to focusing on students' higher-order thinking and practical skills. It highlights how various educational standards, such as those from Engineers Australia and ABET, align with OBE principles. Using an anonymous online survey, the study evaluates the Program Educational Objectives (PEOs) achievement among graduates from the Mechanical Engineering Education Department at Universitas Negeri Medan. The survey covers graduates' skills in areas like mathematical tools, 3D modeling, and engineering project execution. Results indicate that while some PEOs are satisfactorily achieved, others, such as PEO3 (3D modeling skills) and PEO7 (experimental approaches), require improvement. The study suggests enhancing curriculum components to better align with industry needs and continuously improve educational quality. Future research should incorporate employer feedback to provide a more comprehensive evaluation of graduates' preparedness.
Designing android-based learning media using the rapid application development method Reni Rahmadani; Khofifah Qalbun Salima; Adilla Ulfhi; Tansa Trisna Astono Putri; Muhammad Dominique Mendoza
Jurnal Info Sains : Informatika dan Sains Vol. 14 No. 01 (2024): Informatika dan Sains , Edition March 2024
Publisher : SEAN Institute

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

Abstract

Android-based learning multimedia is a learning media used in the learning process because it can be used anytime and anywhere. Several barriers to learning have been identified in basic computer and network courses. Based on observations made on the introduction of computer hardware and software, the barriers found are the relatively low level of student knowledge of the subject matter, student involvement in the learning process is also low and the learning media still uses power point containing learning theories derived from books. This research uses UML as a multimedia development tool along with RAD (Rapid Application Development) methodology. Based on the results of trials conducted on students, the results obtained that students feel very interested in learning using android-based interactive multimedia in basic computer network subjects on computer hardware and software introduction material.
Anxiety in Programming Course of University Students: Does It Affect Students’ Performance? Putri, Tansa Trisna Astono; Rahmadani, Reni; Hasan, Hanapi
Bahasa Indonesia Vol 16 No 03 (2024): Instal : Jurnal Komputer
Publisher : Cattleya Darmaya Fortuna

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.54209/jurnalinstall.v16i03.284

Abstract

In the context of programming, anxiety typically refers to the feeling of unease or worry that can arise when working on software development tasks or projects. It is a psychological and emotional response to the challenges and uncertainties that programmers often face. In this study, undergraduate students of Computer and Electricical Engineering often work under strict deadlines and face pressure to deliver high-quality code. In this study, undergraduate students often work under strict deadlines and face pressure to deliver high-quality code. This can lead to anxiety as they strive to meet expectations and complete tasks on time. Programming involves solving complex problems, and sometimes the solutions are not immediately apparent. This can create anxiety as programmers grapple with uncertainty and the fear of making mistakes for undergraduate students. The purpose of this quantitative study was to look into anxiety as the root cause of students' poor programming performance. The results of this study will aid in providing the most effective approach for instructing and learning programming courses in order to generate competent programmers for use in business settings and higher education. Data for this quantitative study were gathered via the questionnaire. The study found that the degree of unfavourable beliefs about control in computing scenarios and the low level of computing self-efficacy found in this study indicate that computer programming course designers must come up with ways to boost students' confidence and motivation.
Utilization of Student Progress Reporting System to Increase Transparency of Communication with Parents at SMA Kemala Bhayangkari 1 Medan Yulanto, Dwiki Muda; Putri, Tansa Trisna Astono; Siman
Bahasa Indonesia Vol 16 No 03 (2024): Instal : Jurnal Komputer
Publisher : Cattleya Darmaya Fortuna

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.54209/jurnalinstall.v16i03.287

Abstract

In the context of programming, anxiety typically refers to the feeling of unease or worry that can arise when working on software development tasks or projects. It is a psychological and emotional response to the challenges and uncertainties that programmers often face. In this study, undergraduate students of Computer and Electricical Engineering often work under strict deadlines and face pressure to deliver high-quality code. In this study, undergraduate students often work under strict deadlines and face pressure to deliver high-quality code. This can lead to anxiety as they strive to meet expectations and complete tasks on time. Programming involves solving complex problems, and sometimes the solutions are not immediately apparent. This can create anxiety as programmers grapple with uncertainty and the fear of making mistakes for undergraduate students. The purpose of this quantitative study was to look into anxiety as the root cause of students' poor programming performance. The results of this study will aid in providing the most effective approach for instructing and learning programming courses in order to generate competent programmers for use in business settings and higher education. Data for this quantitative study were gathered via the questionnaire. The study found that the degree of unfavourable beliefs about control in computing scenarios and the low level of computing self-efficacy found in this study indicate that computer programming course designers must come up with ways to boost students' confidence and motivation.
Design of Desktop-Based Student Learning Style and Personality Quiz Application with Microsoft Visual Basic Net 8.0 Syahputra, Fahmy; Putri, Tansa Trisna Astono; Fali, Rifki; Tanzila, Laili; Sarumaha, Matius Irvan; Zai, Frans Pratamarifai Doya
QISTINA: Jurnal Multidisiplin Indonesia Vol 3, No 2 (2024): December 2024
Publisher : CV. Rayyan Dwi Bharata

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.57235/qistina.v3i2.4222

Abstract

In education, learning style and personality play an important role because they influence how individuals perceive and absorb information. Educators can build more inclusive and successful learning environments by implementing strategies to accommodate a variety of learning styles and personalities. The learning style and personality quiz application was created with Microsoft Visual Basic 8.0. The purpose of this application is to find out the learning style and personality of students. By knowing their learning style and personality, students can understand themselves and make it easier to choose the learning method to use. The method used in designing this application is the waterfall method. The method begins with the analysis, design, coding, testing and maintenance stages. The learning style and personality quiz application has been tested on several students of the Information Technology and Computer Education Study Program, Medan State University for three weeks, the results show that the learning style and personality quiz application can help in selecting effective learning methods and understanding one's own character.
Developing a Desktop-Based OSI Model Interactive Learning Application Using VB.NET Syahputra, Fahmy; Putri, Tansa Trisna Astono; Mardhiyah, Hanifah; Saragi, Frans Jhonatan; Rahmi, Alya
QISTINA: Jurnal Multidisiplin Indonesia Vol 3, No 2 (2024): December 2024
Publisher : CV. Rayyan Dwi Bharata

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.57235/qistina.v3i2.4227

Abstract

This research focuses on developing a desktop-based learning application to help students understand the concept of OSI Model using VB.NET. The purpose of this application is to provide interactive learning media that can facilitate understanding of the seven layers of OSI and the process of data transmission in the network. This research applies the Waterfall method, starting from requirements analysis, system design, implementation, testing, to the operation and maintenance stage. The development results show that this application is equipped with structured learning material features, evaluation quizzes, and user-friendly navigation. The application trial shows performance in accordance with the design, where the quiz evaluation feature is able to provide an accurate assessment of student understanding. In conclusion, this learning application can be an innovative solution in the delivery of OSI Model material, with further development opportunities that include the addition of interactive simulations and support for mobile devices.
Desktop Based Database System Learning Media Application Design with MS Visual Basic Net 8.0 Syahputra, Fahmy; Putri, Tansa Trisna Astono; Ami, Hutri; Tarigan, Gabriel Frandika; Perdana, Nugraha Aditama Putra
QISTINA: Jurnal Multidisiplin Indonesia Vol 3, No 2 (2024): December 2024
Publisher : CV. Rayyan Dwi Bharata

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.57235/qistina.v3i2.4223

Abstract

In the modern era, information technology in education is becoming increasingly important. This is why creating a desktop-based database learning media application using Microsoft Visual Basic Net 8.0 is a strategic step to improve the efficiency and quality of education. Additional application programs that can be used to design and create learning media, particularly in math education, are the subject of this article. Visual Basic, a programming language that is also taught in many college degree programs, is one such application program that can replace teachers who need to provide exercises and examples.
Interactive Teaching Media Design for Past Tense Lesson Material Using VB.NET Syahputra, Fahmy; Putri, Tansa Trisna Astono; Lubis, Khodijah May Nuri; Rahmadhani, Alfi; Fattah, M
QISTINA: Jurnal Multidisiplin Indonesia Vol 3, No 2 (2024): December 2024
Publisher : CV. Rayyan Dwi Bharata

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.57235/qistina.v3i2.4228

Abstract

The development of information technology has influenced the use of various types of media, as a tool in the learning process. So teachers are expected to be able to use these tools or equipment effectively classroom learning. In this article, we design teaching media or applications for English subjects. This teaching media is designed using the Microsoft Visual Studio 2022/VB.Net programming language with Past Tense subject matter. The aim of this teaching media design is to increase students' understanding through a visual and interactive approach. This application provides a menu including simple past tense, past continuous tense, past perfect tense, past perfect continuous tense, and is equipped with quiz questions. With this, it is hoped that students will be more involved in the learning process so that they can master the use of past tense effectively and have fun.