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PENERAPAN GAMIFIKASI PADA PENILAIAN ABSENSI (PenA) UNTUK MENINGKATKAN MOTIVASI BIMBINGAN Rahardja, Untung; Aini, Qurotul; Hayat, Abdul; Santoso, Nuke Puji Lestari
EDUTECH Vol 18, No 1 (2019): PEMBELAJARAN DI DIGITAL ERA
Publisher : Prodi Teknologi Pendidikan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.17509/e.v18i1.14671

Abstract

Entering the disruptive 4.0 era, information technology is increasingly needed in the education sector. In presenting information, it should be up to date and have a sophisticated information technology breakthrough. At Higher Education there is an online attendance system that is using PenA (Attendance Assessment). However, the process of guidance activities is not yet maximal in the presence of guidance students. There are 2 (two) problems in this study, namely the absence of a system that is able to motivate the presence of student guidance and the results of the guidance time. To solve these 2 (two) problems, the existence of gamification techniques on the Attendance Assessment (PenA) website system in order to increase student motivation in the tutoring activities of the supervisor so that students are more diligent in the presence of guidance. The gamification can be said to be a reward in the Attendance Assessment (PenA) system. From the application of the gamification technique on Attendance Assessment (PenA) 7 research methods were used and 7 (seven) review literature. Attendance Assessment (PenA) now has the advantage of logging in using SSO, and also being absent by scanning Qr Code. With the gamification technique on Attendance Assessment (PenA) it is able to provide a level of motivation for students in their attendance. As well as visible achievements of students in craft attendance in guidance.Memasuki era disruptif 4.0 kini teknologi informasi semakin dibutuhkan dalam bidang pendidikan. Dalam menyajikan informasi semestinya sudah up to date dan memiliki terobosan teknologi informasi yang canggih. Pada Perguruan Tinggi terdapat sebuah sistem kehadiran secara online yaitu dengan menggunakan PenA (Penilaian Absensi). Namun proses kegiatan bimbingan dirasa belum cukup maksimal dalam kehadiran mahasiswa bimbingan. Terdapat 2 (dua) permasalahan pada penelitian ini yaitu belum adanya sistem yang mampu memotivasi kehadiran mahasiswa bimbingan dan hasil capaian waktu bimbingan. Untuk menyelesaikan 2 (dua) permasalahan tersebut maka adanya teknik gamifikasi pada sistem website Penilaian Absensi (PenA) guna meningkatkan motivasi mahasiswa dalam kegiatan bimbingan belajar terhadap dosen pembimbing sehingga mahasiswa lebih rajin dalam kehadiran bimbingan. Gamifikasi tersebut dapat dikatakan sebagai reward pada sistem Penilaian Absensi (PenA). Dari penerapan teknik gamifikasi pada Penilaian Absensi (PenA) digunakan 7 langkah metode penelitian dan 7 (tujuh) literatur review. Penilaian Absensi (PenA) kini memiliki keunggulan yaitu login menggunakan SSO, dan juga absen dengan melakukan scanning berupa Qr Code. Dengan adanya teknik gamifikasi pada Penilaian Absensi (PenA) mampu memberikan tingkat motivasi mahasiswa dalam kehadiran yang dicapainya. Serta terlihat capaian mahasiswa dalam kerajinan kehadiran dalam bimbingan.
Strategi Konsep Gamifikasi dalam Aplikasi Teknologi Blockchain Aini, Qurotul; Rahardja, Untung; Santoso, Nuke Puji Lestari; Harahap, Eka Purnama Purnama; Amelia, Sindy
JEPIN (Jurnal Edukasi dan Penelitian Informatika) Vol 7, No 2 (2021): Volume 7 No 2
Publisher : Program Studi Informatika

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.26418/jp.v7i2.45984

Abstract

Blockchain adalah tren baru yang meningkat pesat dari komunitas dan dunia usaha. Sebagai teknologi infrastruktur, dan dapat menemukan jalannya ke berbagai ranah seperti keuangan, medis, pasar digital, farmasi, dan lembaga pemerintah. Meskipun teknologi blockchain pada dasarnya dianggap sebagai fondasi Bitcoin, ia telah berkembang pesat melampaui mata uang virtual. Ini menjanjikan pembangunan kepercayaan, transparansi, dan integritas yang lebih baik tanpa pihak ketiga dan risiko penyensoran. Namun, keuntungan luar biasa ini ada harganya. Ekosistem blockchain penuh dengan masalah manusia-sentris dan ekonomis bagi para pesertanya, yang mengarah pada konsekuensi yang tidak diinginkan dalam jaringan yang terdesentralisasi. Rekayasa perangkat lunak gamified adalah bidang yang berkembang yang secara khusus memanfaatkan teknologi gamifikasi, penerapan mekanisme game dalam konteks non-game, untuk mengatasi masalah yang berhubungan dengan manusia. Saat ini tidak ada studi seputar blockchain yang telah diidentifikasi memiliki pandangan yang jelas tentang penelitian dan solusi yang ada untuk memanfaatkan gamifikasi dalam sistem blockchain yang muncul. Sebagai langkah pertama untuk mengatasi masalah ini, makalah ini membahas dan mengidentifikasi dua masalah utama berbasis manusia dalam aplikasi dan pengembangan mengimplementasi blockchain. Untuk masalah tersebut, dalam penelitian ini menggunakan metode literature review. Dengan adanya  penelitian ini diharapkan gamifikasi dalam sistem blockchain dapat berjalan dengan maksimal dalam pengembangan pengimplementasinya
Collaboration Blockchain Technology and Gamification in iLearning systems Nevizond, Reza Filander; Rahardja, Untung; Lestari Santoso, Nuke Puji; Purnama, Suryari; Prihastiwi, Wahyu Yustika
Scientific Journal of Informatics Vol 8, No 2 (2021): November 2021
Publisher : Universitas Negeri Semarang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.15294/sji.v8i2.31889

Abstract

Purpose: Currently, many fake certificates or diplomas are used to apply for jobs to get a better paying job. With that said, currently certificates cannot prove a person's expertise or skills. However, some students have implemented a Blockchain system in securing their certificates so that data manipulation is minimized, but only partially. Therefore, this research aims to motivate anyone, especially students in this Blockchain system and students will get incentives from all activities that are followed by racing in Blockchain gamification concept 4.0. Study design: This study uses the Pieces method to classify a problem (problem), opportunities (opportunities), and existing directions. Data collection techniques used primary data obtained by distributing questionnaires in the form of google form to respondents by involving students (n = 1129). Conclusions were analyzed with the SUS trial using a Likert scale with the cut and SUS method. Result: The results of this study are expected to Gamification in the system Blockchain can run optimally in implementation. The use of Gamification on the Alphabet Blockchain is included in the acceptable category. Value: The platform can check certificates that are not genuine.
Covid-19: Digital Signature Impact on Higher Education Motivation Performance Untung Rahardja; Sudaryono Sudaryono; Nuke Puji Lestari Santoso; Adam Faturahman; Qurotul Aini
International Journal of Artificial Intelligence Research Vol 4, No 1 (2020): June
Publisher : STMIK Dharma Wacana

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (450.23 KB) | DOI: 10.29099/ijair.v4i1.171

Abstract

At present, the process of validating documents for certain purposes cannot be done face-to-face because of the Covid-19 pandemic. Therefore, this research aims to maximize the existence of smart digital signature technology that guarantees its safety and validity without having to meet face to face. Encrypted digital signatures with RSA-SHA256 with cloud storage features that can share documents. The waterfall method for building systems, the collection of data generated for analysis by observation, and online questionnaires using Google Form.  Based on the characteristics of the system, the satisfaction factor analysis of the system with the Slovin formula processed by the SUS score resulted in a score of 95 > 70. The final result of this study is that the digital signature system has a significant impact on increasing motivation to facilitate authorization and secure documents.
Framework Authentication e-document using Blockchain Technology on the Government system Isyak Meirobie; Agustinus Purna Irawan; Husni Teja Sukmana; Diana Putri Lazirkha; Nuke Puji Lestari Santoso
International Journal of Artificial Intelligence Research Vol 6, No 2 (2022): Desember 2022
Publisher : International Journal of Artificial Intelligence Research

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (378.606 KB) | DOI: 10.29099/ijair.v6i2.294

Abstract

As a sophisticated platform, namely Blockchain, which has 3 (three) potentials to change the governance system which is still considered traditional, solve the problem of principal agents, and minimize the crime of document falsification. However, in the government sector, the documents used can be insecure and lead to document falsification. Blockchain is becoming increasingly significant in document services and beyond until questions arise about the authenticity and security of manuscripts and documents in the government sector. So, Go-Chain (Government Blockchain) it is necessary to authenticate documents using Blockchain to minimize document forgery. By utilizing the potential of Blockchain technology, this research aims to maximize government e-documents in a modern and secure manner. Propose a Blockchain-based document framework method that is applied with a literature review study—in addition to ensuring the speed of system execution by utilizing DAO (Decentralized Autonomous Organization) and Smart Contracts. The result is that modern and safe government e-documents in document verification can significantly maintain transparency and increase trust in public services.
Pengembangan dan Kesiapterapan Jiwa Kewirausahaan pada Siswa Sekolah Dasar Marliani Herlina; Udin Saefudin Sa’ud; Disman Disman; Wahyu Sopandi; Nuke Puji Lestari Santoso
Jurnal Pemikiran dan Pengembangan Sekolah Dasar (JP2SD) Vol. 8 No. 2 (2020): September 2020
Publisher : Program Studi Pendidikan Guru Sekolah Dasar, Fakultas Keguruan dan Ilmu Pendidikan, Universitas Muhammadiyah Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.22219/jp2sd.v8i2.12257

Abstract

Elementary school students in general are still learning traditionally. Especially elementary school students learn entrepreneurship to train to create value innovations that are valuable independently. However, in this 4.0 era, many elementary students still run entrepreneurship in the traditional way by producing physical works, this is certainly because elementary school students do not experience development with the interference of technology. What should be elementary school students should have started to know technology early on. So, the purpose of this research is to empirically discuss how elementary school students are able to learn entrepreneurship digitally from an early age. With the iLearning method elementary school students are able to develop with a blend of technology 4.0 to create innovative results visually. The presence of the SEP (School Enrichment Program) system which is a bridge for elementary school students in learning entrepreneurship through learning so that they can improve their quality early on. In addition, the gamification techniques that exist in the system make elementary school students significantly more motivated in entrepreneurial learning. The sample data test results show that Cronbach's Alpha 0.702> 0.6 on the SEP system is significantly reliable.
Pengintegrasian YII Framework Berbasis API pada Sistem Penilaian Absensi Untung Rahardja; Qurotul Aini; Nuke Puji Lestari Santoso
SISFOTENIKA Vol 8, No 2 (2018): SISFOTENIKA
Publisher : STMIK PONTIANAK

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (569.909 KB) | DOI: 10.30700/jst.v8i2.403

Abstract

Sistem penunjang perkuliahan pada Perguruan Tinggi memiliki informasi berupa identitas mahasiswa dalam setiap sistemnya, seperti foto profile, nama, NIM (Nomor Induk Mahasiswa) dan sebagainya sesuai dengan kebutuhan sistem. Namun, dalam website PenA (Penilaian Absensi) teridentifikasi 2 (dua) permasalahan yaitu salah satunya identitas user hanya berupa nama dan status. Untuk memudahkan Dosen pembimbing mendapatkan informasi yang akurat terhadap mahasiswa bimbingan dibutuhkan Foto profile sebagai identitas utama. Penyelesaian masalah tersebut adalah dengan adanya integrasi Google+ pada sistem PenA agar terdapat foto profile yang sama seperti Google+. Rinfo+ atau Google+ ini adalah aplikasi menggunakan platform google yang berintegrasi dengan Rinfo. Integrasi Rinfo+ dengan PenA berbasis yii framework menggunakan teknologi Application Programming Interface yang memiliki tingkat keamanan cukup baik dalam masalah keamanan serta ringan dalam mengembangkan aplikasi web. Menggunakan 7 (tujuh) metode penelitian untuk mengatasi penyelesaian tersebut. Dengan adanya integrasi ini diharapkan agar foto profile pada sistem PenA dijadikan sebagai identitas user yang lebih akurat bagi mahasiswa juga dosen pembimbing serta memberikan visual yang lebih menarik pada website PenA.Kata kunci— PenA, Application Programming Interface, Rinfo+
PERANCANGAN VIRTUAL ASSISTANT ENTREPRENEURSHIP MENGGUNAKAN METODE SCRUM Sudaryono Sudaryono; Nuke Puji Lestari; Ketut Gunawan
Journal of Innovation And Future Technology (IFTECH) Vol 2 No 2 (2020): Vol 2 No 2 (August 2020): Journal of Innovation and Future Technology (IFTECH)
Publisher : LPPM Unbaja

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.47080/iftech.v2i2.1021

Abstract

The birth of technology which until now is increasingly developing in all fields makes human work easier. Where services in the field of e-commerce and entrepreneurship can get information from a technology. However, there has been no development of a service information system for beginner entrepreneurs in obtaining information about entrepreneurship. So, the purpose of this research is the presence of a Virtual Assistant by building a chatbot to provide information to entrepreneurs through data that is already stored on the website system. In addition, experienced entrepreneurs can share information on the system. This design produces a chatbot prototype using AIML (Artificial Intelligence Markup Language) translated by ALICE (Artificial Linguistic Internet Computer Entity). This AIML function is so that the Chatbot is able to integrate the input results received in the form of text input so as to produce a conversation between the user and the program. The use of chatbots that are equipped with various information in the form of audio makes it easier for users to get information from a database system that is informed to prospective entrepreneurs. The Agile SDLC development method with the Scrum framework in this study helps system planning to run smoothly and is adjusted to the presence of artificial intelligence which makes entrepreneurs meet the information in starting the right business. The end result of this research, the system is able to motivate entrepreneurs, get information from an entrepreneur forum, and other tutorials about entrepreneurship.
Digitalization Online Exam Cards in the Era of Disruption 5.0 using the DevOps Method Qurotul Aini; Muhamad Yusup; Nuke Puji Lestari Santoso; Ayi Rakhmat Ramdani; Untung Rahardja
Journal of Educational Science and Technology (EST) Volume 7 Number 1 April 2021
Publisher : Universitas Negeri Makassar

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.26858/est.v7i1.18837

Abstract

In the current 5.0 era, almost all documents are digitally packaged, and the university needs to adapt to ever-evolving technology. For students, the test card is essential as proof of the contest to carry out the final exam. However, in practice, some University Student Exam Card sheets still adopt the traditional nature of queues. This will cause problems if the exam card can be lost or damaged. Digitalization can disruption the world of education, especially Exam Cards that are digital and systematically stored on the website page. SiS + is a Student iLearning Services that can make it easier for Raharja University students to access all their lecture needs by digitizing them. The YII Framework-based SiS + website's development uses the DevOps method to get online exam cards because applicable regulations fulfill student attendance. This research is expected to transform the student management system efficiency, reduce queues, and implement physical distancing during a pandemic.
Gamification-based The Kampus Merdeka Learning in 4.0 era Qurotul Aini; Mukti Budiarto; Panca Oktavia Hadi Putra; Nuke Puji Lestari Santoso
IJCCS (Indonesian Journal of Computing and Cybernetics Systems) Vol 15, No 1 (2021): January
Publisher : IndoCEISS in colaboration with Universitas Gadjah Mada, Indonesia.

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.22146/ijccs.59023

Abstract

Recently, education has been enlivened by the presence of the Merdeka Campus program initiated by Nadiem Makarim. It uses the Kampus Merdeka concept to learn to follow the development of education in the 4.0 era. This change has become a paradigm for Higher Education to build a Merdeka Campus to learn to face challenges in the 4.0 era. However, the challenge is not easy for universities, so that students join the independent program to learn quickly. This study aims to motivate students to participate in independent learning activities in a collaborative learning system with gamification techniques. Gamification is in the form of reward badges for student achievement in all learning activities carried out. The higher education independent learning system is designed using the library study method and Agile Development with two frameworks, namely Laravel and VueJS. It can be proven from the results of the SUS Score Analysis showing the number 92.5 indicating that the independent learning campus system provides positive benefits by gamification of students being more motivated and ready to face learning challenges in the 4.0 era.