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Vertex markers: Modification of grid methods as markers to reproduce large size augmented reality objects to afford hands Wahyu Teja Kusuma; Ahmad Afif Supianto; Herman Tolle
International Journal of Electrical and Computer Engineering (IJECE) Vol 10, No 1: February 2020
Publisher : Institute of Advanced Engineering and Science

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (696.742 KB) | DOI: 10.11591/ijece.v10i1.pp1063-1069

Abstract

The weakness of the research on developing Marker Based Augmented Reality applications found is using small digital content. Weakness is caused by the area of view of Augmented Reality cameras is limited by the placement of markers that are affordable to the user's hand. This study reproducing large digital objects by cutting large digital objects into many pieces. But to keep continuity accuracy between digital object pieces, this study aims to modify the grid method to become a vertex marker. Vertex marker is produced by removing the edge and using the vertex to place the marker. Vertex markers inherit the advantages of the Grid method. Therefore, vertex markers can be used to reproduce large digital objects accurately and can be reached by hand when displayed. The aim of this study is to measure the accuracy of the grid method that has been modified into a marker. The fundamental contributions and advantages of the vertex marker are innovations in the field of Marker Based Augmented Reality research.
A Preliminary Study: Applying Problem-Posing Learning Models on Algorithm and Flowchart Materials in Basic Programming Class Aulia Akhrian Syahidi; Herman Tolle; Ahmad Afif Supianto; Tsukasa Hirashima
JKTP: Jurnal Kajian Teknologi Pendidikan Vol 3, No 2 (2020)
Publisher : Universitas Negeri Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (1054.047 KB) | DOI: 10.17977/um038v3i22020p109

Abstract

Abstract: We propose the applying of the problem-posing learning model to find out the activities and student learning outcomes in learning algorithm and flowchart material in the basic programming class. This research is a preliminary study that will be used to develop applications/systems/interactive media/games that will support the operation of the problem-posing learning model automatically in the upcoming basic programming class. The classroom action research method was used with the implementation of two cycles involving 38 students in the first semester of vocational high school. The process of applying the problem-posing learning model uses the pre-solution posing type, which requires that each student make a question of the situation that is held, where students are expected to be able to make questions related to questions previously made by the teacher, then exchange the questions to other students to solve them.  The flow of making and solving questions is that students make the main case which then completes it in the form of algorithmic answers and also a flowchart assisted by the Raptor application. By applying the problem-posing learning model, it can be concluded that in cycle 1 and cycle 2 the achievement of learning activities and outcomes tends to be good. The success of this research can provide perspective and guidance for developing basic programming applications/systems/interactive media/games that will instill the problem-posing learning model in the interaction flow and can introduce students early on the problem-posing process.
Building student’s performance decision tree classifier using boosting algorithm Farid Jauhari; Ahmad Afif Supianto
Indonesian Journal of Electrical Engineering and Computer Science Vol 14, No 3: June 2019
Publisher : Institute of Advanced Engineering and Science

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.11591/ijeecs.v14.i3.pp1298-1304

Abstract

Student’s performance is the most important value of the educational institutes for their competitiveness. In order to improve the value, they need to predict student’s performance, so they can give special treatment to the student that predicted as low performer. In this paper, we propose 3 boosting algorithms (C5.0, adaBoost.M1, and adaBoost.SAMME) to build the classifier for predicting student’s performance. This research used 1UCI student performance datasets. There are 3 scenarios of evaluation, the first scenario was employ 10-fold cross-validation to compare performance of boosting algorithms. The result of first scenario showed that adaBoost.SAMME and adaBoost.M1 outperform baseline method in binary classification. The second scenario was used to evaluate boosting algorithms under different number of training data. On the second scenario, adaBoost.M1 was outperformed another boosting algorithms and baseline method on the binary classification. As third scenario, we build models from one subject dataset and test using onother subject dataset. The third scenario results indicate that it can build prediction model using one subject to predict another subject.
Learning Models in Educational Game Interactions: A Review Aulia Akhrian Syahidi; Ahmad Afif Supianto; Tsukasa Hirashima; Herman Tolle
International Journal of Engineering Education Vol 3, No 1 (2021)
Publisher : Universitas Diponegoro

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (409.123 KB) | DOI: 10.14710/ijee.3.1.%p

Abstract

Educational games have now been used as innovative media and teaching strategies to achieve more effective learning and have an impact that tends to be very good in the learning process. However, it is important to know and systematically prove that the application of the learning model in the interaction of educational games is indeed feasible to be adopted and has an effect. This paper aims to present empirical evidence of the current situation regarding the application of learning models in the flow of educational game interactions. The method used is a systematic literature review by adopting three main stages, namely: 1) Planning; 2) Implementation; 3) Reporting. Then recommend the ten steps in the systematic literature review process along with the selection process through the test-retest approach. The initial search obtained 1,405,310 papers, then go through the selection stage. The selection process took place at stage B1 with the number of papers that successfully passed 198, at the B2 selection stage there were 102 papers, and we focus 75 papers that have passed a fairly rigorous screening and selection process on the quality assessment process for primary studies, used to answer research objectives and questions. We can confirm and conclude that 75 papers have applied the learning model in educational game interactions. The dominating domain is Education, the type of game that dominates is Educational Game, for the most dominating subjects are Programming, Student Learning Motivation as the most dominating impact, Experimental Design as a trial technique, the most widely used evaluation instruments are Questionnaires and Tests, a population that dominates between 79-2,645 people, and 8 papers to support learning in vocational education.
Interactive M-Learning Media Technology to Enhance the Learning Process of Basic Logic Gate Topics in Vocational School and Engineering Education Aulia Akhrian Syahidi; Herman Tolle; Ahmad Afif Supianto; Tsukasa Hirashima; Kohei Arai
International Journal of Engineering Education Vol 2, No 2 (2020)
Publisher : Universitas Diponegoro

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (31.847 KB) | DOI: 10.14710/ijee.0.0.%p

Abstract

The process of learning to use smartphones is now highly promoted. Almost everyone has a smartphone. The latest trend in learning is known as Mobile Learning (M-Learning). M-Learning can be used anywhere and anytime. Thus, we propose the use of the M-Learning application for computer system subjects in the basic logic gate topics so that students can be motivated to learn. We call this application BLG-LeMed. The focus of this research is on the process of using BLG-LeMed applications on classroom learning that is used directly by vocational high school students, then testing with alpha testing, User Acceptance Tests (UAT), usability evaluations, and knowing the effect of motivating students to use five dimensions of motivation and student learning outcomes. The development model used is Extreme Programming (XP). The design used in this study, by conducting trials in one class and observing students using the BLG-LeMed application as learning media, 38 students consisted of 26 men and 12 women involved in this study, with a duration of 135 minutes at one time of the meeting. We conclude that using the BLG-LeMed application based on M-Learning in the learning process of this basic logic gate, strongly supported by the testing team, can be accepted by users, has a usefulness as a interactive learning media, can have an effect in motivating students to learn, and provide results very satisfying learning.
Geometrial: Development of Educational Digital Game for Combined Two-Dimensional Figure Learning Ahmad Fairuzabadi; Herman Tolle; Fitra A Bachtiar; Ahmad Afif Supianto
Journal of Information Technology and Computer Science Vol. 7 No. 1: April 2022
Publisher : Faculty of Computer Science (FILKOM) Brawijaya University

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.25126/jitecs.202271339

Abstract

Mathematics is one of the subjects that is often considered difficult and boring for students. This is evidenced by the poor scores obtained by the students. One of the chapters that are considered difficult is the geometry chapter, especially on the topic of combined two-dimensional figures studied by students at the Vocational High School (SMK) level. Spatial skills are needed for students to be able to solve combined two-dimensional figures questions, which to learn will be very difficult without using assisted learning media. While the learning so far is still using the conventional learning approach which is considered boring for students. This is due to the absence of learning media that is fun and can be easily accessed by students. This study tries to present a solution to this problem in the form of a mobile-based educational digital game design that can be accessed by all students. This digital educational game is called Geometry. This study uses Research & Development (R&D) combined with the Agile-Extreme Programming method to develop this educational digital game. Tests were carried out using an expert validation approach to game prototypes. This study uses a questionnaire that adapts the Computer System Usability Questionnaire (CSUQ) to assess the usability aspect of the game system built. Meanwhile, to assess this game from the point of view of educational media, this study used an evaluation questionnaire of material experts and media experts. The development process occurs in 3 iterations of development which includes the ideation, conceptualization, and prototyping stages. The results obtained from the assessment of material experts are 88.9% in the aspect of material suitability, and 85.7% in the suitability aspect of learning evaluation. While the results of the assessment obtained from media experts were 77.1% on the software engineering aspect, 76.3% on the visual design aspect, 80% on the media design aspect, and 77.6% on the system usability aspect (CSUQ).