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Expert System Application for Troubleshooting and Maintaining Epson L3110 Printer Henderi, Henderi; Rahwanto, Efana; Wahyuningsih, Tri; Badrianto, Achmad
PIKSEL : Penelitian Ilmu Komputer Sistem Embedded and Logic Vol 9 No 1 (2021): Maret 2021
Publisher : LPPM Universitas Islam 45 Bekasi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33558/piksel.v9i1.2429

Abstract

Many organizations are making changes by using information technology to support their business activities. Routine and uncomplicated activities tend to be carried out supported by computer-based applications. These activities include diagnosing damage and performing maintenance on the printer. This study aims to develop an Excel system application for fault diagnosis and maintenance of printers. The expert system printer damage diagnosis application in this study was developed based on a knowledge base. The research was conducted through the stages of needs analysis, design, implementation and testing. The test results show that the application developed is able to diagnose and display printer defects and provide solutions and fixed it.
Analysis of the potential context of Blockchain on the usability of Gamification with Game-Based Learning Ramadhan, Tarisya; Aini, Qurotul; Santoso, Sugeng; Badrianto, Achmad; Supriati, Ruli
International Journal of Cyber ​​and IT Service Management (IJCITSM) Vol. 1 No. 1 (2021): April
Publisher : International Institute for Advanced Science & Technology (IIAST)

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (1999.111 KB) | DOI: 10.34306/ijcitsm.v1i1.24

Abstract

Within the world of gaming, there has been a move from diversions being utilized exclusively for excitement, to recreations being utilized as a medium to teach. For this matter, there are two strategies of making amusement which are gamification or game-based learning. The previous is the utilization of diversion components, such as wellbeing focuses or pioneer sheets, and they are connected to a non-gaming stage. The last mentioned, game-based learning, incorporates creating a full-fledged amusement where the means towards the conclusion, that's to say triumph, are set in a world where the player needs to apply the lessons given to progress. Since typically an IT-related investigation, the subject chosen for this study is Blockchain, an ever-expanding division over the past decade. Diverse parts of Blockchain's makeup have been dismembered into little, comprehensible pieces of data within the applications made, which innovative understudy to the frame can take in at their claimed pace. Should this study transcend this research, it might be beneficial for the experiments to possess two games designed and created by someone who has the artistic and technical capabilities of making their own assets. This is able to leave a far better impression with the test subjects and ideally receive a far better data set for examination.