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HOW EDUCATIONAL GAME CAN IMPROVE THE PLAYER’S METACOGNITIVE SKILLS Dzaky, Dedi Imaduddin; Hartanto, Rudy; Fauziati, Silmi; Bierig, Ralf
JIKO (Jurnal Informatika dan Komputer) Vol 7, No 1 (2024)
Publisher : Universitas Khairun

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33387/jiko.v7i1.6363

Abstract

Gamification is a basic concept of game mechanics which apply into non-game environments. Games as joyful playing is widely used in daily life, including in education. Game was assembled by fundamental elements which regulate not only how it was played but also what is the final goal of their mechanics. When a game is operated; the player's cognitive, affective, and psychomotor aspects are involved. Involving three domains was integrated into an environment which stimulated the cognitive dimension. By using more complicated mechanics it will cultivate the metacognitive of players. This paper investigated how educational games can improve the player’s metacognitive skill. Investigating was done by theoretically analysing. The invention of this work is that educational games can improve a player's metacognitive which consist of several stages, namely goal setting and planning, selection and strategy selection, monitoring and evaluation, organization and self regulation, and attention. So, learning the effort of clearing stages of Cat Mario would encourage students to memorize knowledge and pattern of question so they could clear the question and learn new stuff through metacognitive skills that are obtained by their gaming experiences.
Penerapan Case-Based Reasoning untuk Mengetahui Potensi Produktivitas pada Lahan Perkebunan Kelapa Sawit Jumasa, Hamid Muhammad; Fauziati, Silmi; Permanasari, Adhistya Erna
Prosiding Konferensi Nasional Penelitian Matematika dan Pembelajarannya 2018: Prosiding Konferensi Nasional Penelitian Matematika dan Pembelajarannya
Publisher : Universitas Muhammadiyah Surakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (1691.085 KB)

Abstract

Case-Based Reasoning (CBR) merupakan penalaran berbasis kasus dengan memanfaatkan pengalaman dari kasus lama untuk menyelesaikan masalah baru. Langkah menggunakan CBR adalah Retrieve, Reuse, Revise, dan Retain. Retrieve mengambil kasus lama yang paling mirip dengan kasus baru. Reuse menggunakan kembali solusi dari kasus lama yang paling mirip dengan kasus baru. Revise melakukan adaptasi solusi. Retain menyimpan perubahan solusi sebagai pengetahuan baru. Penelitian ini menerapkan CBR untuk bidang perkebunan kelapa sawit dengan tujuan melihat potensi produktivitas dari suatu lahan perkebunan kelapa sawit. Metode untuk mencari kemiripan menggunakan K-nearest Neighbour (K-NN) untuk mengambil kedekatan antar lahan dengan jumlah K tertentu. Selanjutnya melakukan adaptasi solusi dari lahan yang paling mirip dengan Null Adaptation, Rule-Based Adaptation, dan Semantic Tree. Setelah mendapatkan adaptasi solusi, langkah selanjutnya melakukan estimasi capaian hasil produktivitas dengan metode Regresi Kuadratik. Nilai total rata-rata Relative Error menggunakan nilai kedekatan K=3, K=5, K=7, K=9 dengan Null Adaptation 0,086, Rule-Based Adaptation 0,21 dan Semantic Tree 0,082.
Perancangan Solusi Telehealth Menggunakan Smart Watch Pada Deteksi Dini Resiko Jantung Koroner Ricki, Agustinus Verry; Fauziati, Silmi; Sanjaya, Guardian Yoki
Jurnal Sistem Informasi Kesehatan Masyarakat Vol 9, No 1 (2024)
Publisher : Divisi SIMKES, HPM, Fakultas Kedokteran, Kesehatan Masyarakat, UGM

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.22146/jisph.83947

Abstract

Latar belakang: Penyakit Jantung Koroner merupakan penyakit tidak menular penyumbang kematian nomer satu di Indonesia dan dibutuhkan suatu solusi untuk mencegah hal tersebut. Sehingga peneliti tertarik untuk merancang solusi telehealth menggunakan smart watch untuk melakukan deteksi dini pada Resiko Jantung Koroner di Klinik Korpagama UGM.Metode: Jenis penelitian yang digunakan dalam penelitian ini adalah penelitian kualitatif dengan desain action research, dan untuk Evaluasi dari Solusi ini menggunakan metode SUS (System Usability Scale).Hasil: Solusi dengan menggunakan Mobile Apps yang terhubung dengan Smart Watch Pasien yang kita beri nama Gama Medik yang dilengkapi dengan sarana interoperabilitas yang dapat disambungan dengan SIM Klinik manapun, dan pada penelitian ini sudah disambungkan dengan SIM Klinik pada Klinik Kopagarma UGM.Kesimpulan: fitur  di dalam   aplikasi   gamamedik  sudah   bisa   berjalan   sebagaimana mestinya dan sudah dapat membantu user dalam memantau kesehatannya. Terlebih lagi dengan fitur tambahan risiko deteksi dini penyakit jantung,  menambah kelebihan dari sistem informasi itu sendiri
HOW EDUCATIONAL GAME CAN IMPROVE THE PLAYER’S METACOGNITIVE SKILLS Dzaky, Dedi Imaduddin; Hartanto, Rudy; Fauziati, Silmi; Bierig, Ralf
JIKO (Jurnal Informatika dan Komputer) Vol 7, No 1 (2024)
Publisher : Universitas Khairun

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33387/jiko.v7i1.6363

Abstract

Gamification is a basic concept of game mechanics which apply into non-game environments. Games as joyful playing is widely used in daily life, including in education. Game was assembled by fundamental elements which regulate not only how it was played but also what is the final goal of their mechanics. When a game is operated; the player's cognitive, affective, and psychomotor aspects are involved. Involving three domains was integrated into an environment which stimulated the cognitive dimension. By using more complicated mechanics it will cultivate the metacognitive of players. This paper investigated how educational games can improve the player’s metacognitive skill. Investigating was done by theoretically analysing. The invention of this work is that educational games can improve a player's metacognitive which consist of several stages, namely goal setting and planning, selection and strategy selection, monitoring and evaluation, organization and self regulation, and attention. So, learning the effort of clearing stages of Cat Mario would encourage students to memorize knowledge and pattern of question so they could clear the question and learn new stuff through metacognitive skills that are obtained by their gaming experiences.