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Pengembangan Aplikasi E-Learning Edu IT : Pembuatan Aplikasi Ujian Essay Online serta Upload Download Materi Kuliah Ismiati, Maria Bellaniar; Hermawan, Latius
Jurnal Teknologi Informasi dan Ilmu Komputer Vol 8 No 5: Oktober 2021
Publisher : Fakultas Ilmu Komputer, Universitas Brawijaya

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.25126/jtiik.2021855463

Abstract

 Dunia pendidikan sekarang sudah banyak yang menggunakan kecanggihan teknologi dan berbasis internet, seperti proses belajar mengajar secara elektronik atau dikenal dengan e-learning. Salah satu fitur e-learning dalam proses belajar mengajar adalah dapat menampilkan materi, soal latihan, percakapan melalui text/video maupun video, kuis, dan ujian secara elektronik. Contoh di dunia Pendidikan yang menggunakan e-learning adalah Universitas Katolik Musi Charitas yang merupakan salah satu Perguruan Tinggi Swasta di Palembang. Selama ini di UKMC, ujian masih dilakukan secara konvensional yaitu menggunakan kertas yang nantinya akan memperbanyak tumpukan kertas yang sudah ada sebelumnya. Selain itu, distribusi materi kuliah masih sering dilakukan melalui flashdisk/e-mail. Tujuan penelitian ini adalah untuk membuat aplikasi ujian essay online serta upload download materi kuliah di satu aplikasi (pengembangan dari aplikasi portal tugas). Pembuatan aplikasi ini dapat membantu proses konvensional untuk berkembang dengan menggunakan teknologi dan secara real time. Proses pengerjaan penelitian ini dimulai dari Requirements Planning, User Design, Construction, dan Cutover hingga yang terakhir adalah pembuatan laporan akhir penelitian. Penelitian ini akan menampilkan suatu menu dropdown yaitu soal Essay dengan soal-soal yang perlu dijawab dengan lengkap dan detail. Selanjutnya akan tampil nilai untuk masing-masing mahasiswa. Selain itu pada aplikasi ini juga akan ditambahkan suatu menu untuk upload dan download materi kuliah sehingga nantinya akan menjadi suatu e-learning yang lengkap. Hasilnya adalah interaksi antara mahasiswa dan dosen tidak hanya dapat dilakukan secara konvensional, tetapi dapat pula dilakukan secara daring/online dan dapat mengurangi tumpukan kertas. AbstractThe world of education is now many who use technological sophistication and internet based, such as the process of teaching electronic learning/which is known as e-learning. One of the e-learning features in the teaching and learning process is that it can display materials, exercises, conversations through text/video or videos, quizzes, and exams electronically. During this time in UKMC, exams are still done in conventional way, namely using paper that will reproduce the papers that are not used anymore. In addition, the distribution of lecture materials is still often done through flash or e-mail. The purpose of this research is to make an online essay exam application as well as upload downloadable lecture material in one application which is a development of portal task application. This research will temporarily be tested to information and informatics systems students. The creation of this application can help the conventional process to evolve using technology and in real time. The process of this research is started from requirements Planning, User Design, Construction, and Cutover until the last is the generation of final research report. This research will show a drop down menu which is Essay about essay with questions in the form of essays that need to be answered with complete and detail. In addition to this application will also be added a menu to upload and download lecture materials so it will later become a complete e-learning. The result is that the interactions between students and lecturers are not conventionally and can reduce paperless. 
Penerapan Algoritma PRNG Dalam Permainan Snack and Ladders Berbasis Digital Hermawan, Latius; Malla, Maria; Ismiati, Maria Bellaniar
Jurnal Informatika UPGRIS Vol 8, No 2: Desember 2022
Publisher : Universitas PGRI Semarang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.26877/jiu.v8i2.13512

Abstract

Abstrak—Seperti halnya suatu hiburan yang diciptakan dalam bentuk game, game sendiri banyak jenisnya sebagai contoh versi mobile dimana game akan memberikan pengalaman yang tidak terlupakan saat dimainkan.  Pada saat ini oaring-orang telah mengenal bahkan menggunakan teknologi dalam bermain. Banyak sekali game tradisional yang ada di Indonesia serta cukup digemari, misalnya permainan berbasis papan. Permainan tersebut masih banyak dimainkan oleh masyarakat dari anak-anak sampai orang dewasa karena cara bermainnya mudah dimengerti. Tetapi, permainan tradisional yang berbasis papan mulai ditinggalkan karena tergantikan dengan smartphone, konsol game dan computer. Game ular tangga merupakan permainan tradisonal  yang dapat dikembangkan dengan menggunakan teknologi. Game ini akan ditanamkan kecerdasan buatan menggunakan algoritma PRNG untuk melakukan pengacakan dadu secara acak untuk pemain dan NPC agar permainan menjadi lebih menarik. Hasil yang didapat yaitu pembuatan permaian ular tangga untuk pembelajaran  berhitung berbasis smartphone Android telah berhasil dilakukan dengan menerapkan algoritma didalamnya. Pengguna dapat menggunakannya sebagai media permainan digital yang pelestarian permainan tradisional  dimana saja mereka berada. Kata Kunci—ular, tangga, android, game, prng
Aplikasi Pembelajaran English Grammar Berbasis Game Android Maria Bellaniar Ismiati; Latius Hermawan; Paskalina Widiastuti R.
Jurnal Transformatika Vol. 17 No. 2 (2020): January 2020
Publisher : Jurusan Teknologi Informasi Universitas Semarang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.26623/transformatika.v17i2.1703

Abstract

Learning English in class is often carried out in a conventional way such as explaining using a whiteboard, doing practice exercises with pen and paper, and memorizing material from a book / dictionary. Such conventional teaching and learning processes often make students bored and feel the material presented is difficult to understand. One way that can be used to overcome this problem is to create a tool that uses technology, such as games.Gra-Pe Warrior game which has an adventure game concept with penguins as the main character where each level of the player must answer questions about grammar.   Gra-Pe Warrior game has become a new learning that further increases motivation in learning. This is evidenced by the results of a descriptive questionnaire test which shows that> 90% of respondents are interested because learning in the form of games is more interesting because it is equipped with several questions about grammar at each door when leveling up.  
Pembelajaran Text Preprocessing berbasis Simulator Untuk Mata Kuliah Information Retrieval Latius Hermawan; Maria Bellaniar Ismiati
Jurnal Transformatika Vol. 17 No. 2 (2020): January 2020
Publisher : Jurusan Teknologi Informasi Universitas Semarang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.26623/transformatika.v17i2.1705

Abstract

Preprocessing is an important task and step in Information Retrieval. Information Retrieval (IR) is used to decide which documents in a collection must be taken to meet the user's information needs. The comparison is done in 4 steps in preprocessing, namely Case folding, Tokenizing, Filtering, Stemming.All stages of the preprocessing are done manually during the teaching-learning process. The lecturer explained by writing and explaining one by one the correct words at each stage and students also manually reviewed each stage. Simulator is needed to help solve existing problems. The simulator has been successfully created by displaying 6 menus. The simulator has succeeded in outputting each stage according to the manual theory. From the results of the testing questionnaire,> 90% of respondents thought that using this simulator made it easier to work on the four stages of text pre-processing so that the time needed also became efficient.
Online Based Thesis Guidance Application For Informatics Students During Pandemic Latius Hermawan; Maria Bellaniar Ismiati
Jurnal Transformatika Vol. 19 No. 1 (2021): July 2021
Publisher : Jurusan Teknologi Informasi Universitas Semarang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.26623/transformatika.v19i1.3088

Abstract

The Ministry of Education and Culture (Kemendikbud) issued Circular Letter Number 15 of 2020 concerning Guidelines for Organizing Learning from Home in an Emergency for the Spread of Covid-19. This causes the learning process that should be done face-to-face, being changed to online. Students must study from home and carry out the online thesis guidance process. Some of the difficulties experienced by students during direct mentoring, namely the difficulty of meeting lecturers who are busy teaching or doing assignments from institutions, besides that students who come from outside the city have to go back and forth just to meet the supervisor.. One of the ways to solve this problem is by applying technology.   Currently there is web technology that can be used to easily develop applications, namely the concept of a framework approach. With the existence of an online-based application which is the role of current technological developments, it will make the thesis guidance process carried out by lecturers and students more flexible. Students are able to carry out the guidance process anywhere and anytime.