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Penerapan Sistem Gamifikasi pada Learning Management System Garnisa, Sandra Budi; Tresnawati, Dewi; Rahayu, Sri
Jurnal Algoritma Vol 20 No 2 (2023): Jurnal Algoritma
Publisher : Institut Teknologi Garut

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33364/algoritma/v.20-2.1299

Abstract

Currently, fun learning is rarely used by educators, educators more often use the concept of learning by delivering material and assignments carried out full time during learning hours which can make students bored. The concept of gamification in learning is a concept that takes game elements which is expected to make students motivated and enthusiastic in understanding the lessons given by educators. The aim of this research is to apply gamification to the Learning Management System (LMS) so that educators can create content such as quizzes, interactive videos and presentations. In the system there are rewards that make students interested in doing assignments because there is a sense of satisfaction like playing games and can help educators to find out their students' understanding. In making this system, the Multimedia Development Life Cycle method was used with 6 stages, namely concept, design, material collection, assembly, testing and distribution. The final result of this research is a gamification concept in the LMS that applies the LevelUp and badge features, namely giving awards and points by displaying the results obtained in the form of increasing the level of each student on the leaderboard and giving badges according to the criteria determined by the admin and lecturer.
Rancang Bangun Aplikasi Layanan Informasi dan Pemesanan Tiket pada Objek Wisata Situ Bagendit Berbasis Mobile Septiana, Yosep; Tresnawati, Dewi; Nurohmah, Novita Fitri; Ikhwana, Andri
Jurnal Algoritma Vol 20 No 2 (2023): Jurnal Algoritma
Publisher : Institut Teknologi Garut

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33364/algoritma/v.20-2.1434

Abstract

The development of technology is a tool that is much needed by tourism to make it easier to obtain information and can also help, simplify and speed up tourist attraction managers in managing data on tourist visits. This information aims to increase tourism profits. Situ Bagendit is a tourist attraction in Bagendit Village, District. Banyuresmi, Kab. Garut. Situ Bagendit is a tourist spot that is of interest to many visitors. Based on the results of interviews with the management of Situ Bagendit and seeing that there are problems with information services where the presentation of information about this tourist attraction is still minimal, whereas after revitalizing this tourist attraction it will become an international scale tourist attraction and also ticket reservations are recorded manually, namely the door guard or the person guarding it. in terms of serving visitors to buy and make payments, they still use paper. The aim of this research is to create an application regarding information services and ticket reservations at these tourist attractions as an effort to make it easier for visiting tourists to find information in advance and order tickets online, tourists no longer need to queue to order tickets. Similar literature studies, field studies with observations and interviews, and literature studies were used to collect data. The methodology used is the Unified Software Development Process, then uses the Flutter framework and Unified Modeling Language modeling and applies the Mobile concept. The results of the research carried out are in the form of a mobile-based application for information services and ticket reservations at the Situ Bagendit tourist attraction so that it can convey information about the tourist attraction and help make it easier for tourists to order tickets online so that those who will visit can make reservations in advance and without delay. have to queue first.
Pengembangan Desain Aplikasi Daily Report dengan Pendekatan User Centered Design Tresnawati, Dewi; Fitriani, Leni; Kamal, Muhammad Abyan; Setiawan, Asep Trisna
Jurnal Algoritma Vol 21 No 1 (2024): Jurnal Algoritma
Publisher : Institut Teknologi Garut

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33364/algoritma/v.21-1.1525

Abstract

Independent learning is an activity carried out by students with the aim that students can explore the material provided by the lecturer. Therefore, the Daily Report application is here to help students report independent learning activities carried out by students. Problems arise when students find it difficult to use the Daily Report application due to several things such as inappropriate button placement, input form design that is too rigid and using inappropriate fonts and icons. The aim of this research is to develop the Daily Report application design by applying the user-centered design methodology. The user-centered design methodology is an application design development methodology that focuses on user needs. This research resulted in the development of the Daily Report application design with test results using the usability scale system obtaining an average usability score of 73 with a scale grade of C and an adjective rating of Good, which proves that the development of the application design makes it easier for students to use the Daily Report application.
Augmented Reality Bilingual Learning Pengenalan Barang dan Binatang untuk Anak TK Rahayu, Sri; Tresnawati, Dewi; Gumelar, Agung
Jurnal Algoritma Vol 21 No 1 (2024): Jurnal Algoritma
Publisher : Institut Teknologi Garut

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33364/algoritma/v.21-1.1547

Abstract

In the current era of globalization and technological advances, mastery of English is very important, but conventional teaching processes are still widely applied. There is a need to develop more interactive and effective learning media, especially for kindergarten children, which combines English and Indonesian. The aim of this research is to develop an Augmented Reality (AR) based application that can introduce the names of items and animals in two languages ​​(Indonesian and English) to kindergarten children. This application is designed to provide a fun and interactive learning alternative outside of school hours. Methodology: This research uses the Multimedia Development Life Cycle (MDLC) methodology, which includes the stages of Literature Study, Concept, Design, Material Collection, Assembly, Testing, and Distribution. This application was developed using the Android platform with the application of Augmented Reality technology to display interactive 3D objects. Results: The application developed successfully met the needs of language learning and interactivity. Test results show that 89% of 37 users (kindergarten teachers and parents) involved in beta testing gave positive feedback to this application, confirming its effectiveness in supporting learning activities. This application offers a new learning method that can replace or complement conventional learning methods in a more interesting and interactive way. This not only supports dual language learning from an early age but also integrates the latest technology in education.
Educational Game Design For Carbon Emission Using Game Development Life Cycle Method Tresnawati, Dewi; Rahayu, Sri; Maulana, Randi
ULTIMATICS Vol 16 No 1 (2024): Ultimatics : Jurnal Teknik Informatika
Publisher : Faculty of Engineering and Informatics, Universitas Multimedia Nusantara

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31937/ti.v16i1.3406

Abstract

Carbon emissions are gases that arise from human actions, such as burning fossil fuels and industrial waste. Climate change is currently a problem that is increasingly attracting the attention of the wider community worldwide, including Indonesia. The educational game about carbon emissions applies the Game Development Life Cycle (GDLC) approach, which consists of six stages, including initiation, pre-production, production, testing, beta, and launch. The educational game on carbon emissions is expected to help raise youth awareness about the importance of reducing carbon emissions and provide information about efforts to reduce carbon emissions for the younger generation and the general public.
Pengembangan Desain Aplikasi Daily Report dengan Pendekatan User Centered Design Tresnawati, Dewi; Fitriani, Leni; Kamal, Muhammad Abyan; Setiawan, Asep Trisna
Jurnal Algoritma Vol 21 No 1 (2024): Jurnal Algoritma
Publisher : Institut Teknologi Garut

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33364/algoritma/v.21-1.1525

Abstract

Independent learning is an activity carried out by students with the aim that students can explore the material provided by the lecturer. Therefore, the Daily Report application is here to help students report independent learning activities carried out by students. Problems arise when students find it difficult to use the Daily Report application due to several things such as inappropriate button placement, input form design that is too rigid and using inappropriate fonts and icons. The aim of this research is to develop the Daily Report application design by applying the user-centered design methodology. The user-centered design methodology is an application design development methodology that focuses on user needs. This research resulted in the development of the Daily Report application design with test results using the usability scale system obtaining an average usability score of 73 with a scale grade of C and an adjective rating of Good, which proves that the development of the application design makes it easier for students to use the Daily Report application.
Augmented Reality Bilingual Learning Pengenalan Barang dan Binatang untuk Anak TK Rahayu, Sri; Tresnawati, Dewi; Gumelar, Agung
Jurnal Algoritma Vol 21 No 1 (2024): Jurnal Algoritma
Publisher : Institut Teknologi Garut

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33364/algoritma/v.21-1.1547

Abstract

In the current era of globalization and technological advances, mastery of English is very important, but conventional teaching processes are still widely applied. There is a need to develop more interactive and effective learning media, especially for kindergarten children, which combines English and Indonesian. The aim of this research is to develop an Augmented Reality (AR) based application that can introduce the names of items and animals in two languages ”‹”‹(Indonesian and English) to kindergarten children. This application is designed to provide a fun and interactive learning alternative outside of school hours. Methodology: This research uses the Multimedia Development Life Cycle (MDLC) methodology, which includes the stages of Literature Study, Concept, Design, Material Collection, Assembly, Testing, and Distribution. This application was developed using the Android platform with the application of Augmented Reality technology to display interactive 3D objects. Results: The application developed successfully met the needs of language learning and interactivity. Test results show that 89% of 37 users (kindergarten teachers and parents) involved in beta testing gave positive feedback to this application, confirming its effectiveness in supporting learning activities. This application offers a new learning method that can replace or complement conventional learning methods in a more interesting and interactive way. This not only supports dual language learning from an early age but also integrates the latest technology in education.
Melatih Cara Berfikir Komputasi Pada Siswa Sekolah Dasar dan Menengah di Kabupaten Garut Tresnawati, Dewi; Rostilawati, Detila; Latifah, Ayu; Satria, Eri; Mulyani, Asri; Rahayu, Sri; Fitriani, Leni; Cahyana, Rinda; Nurhidayanti, Shopi; Asyah, Cha Cha Nisya
Journal of Community Development Vol. 5 No. 2 (2024): December
Publisher : Indonesian Journal Publisher

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.47134/comdev.v5i2.1373

Abstract

Technological advances in the 21st century demand Computational Thinking skills that are increasingly important in the digital era. However, the application of Computational Thinking (CT) at the primary and secondary education levels in Garut Regency is still limited. This study aims to improve the understanding of CT among students in elementary schools, junior high schools, and vocational high schools through a training program that includes pre-test, interactive training, and post-test. The training method was designed according to the educational level of the participants, using Bebras questions to train CT skills. The pre-test results showed an average initial score of 47.19, while the post-test results increased by an average of 25.75 points to 72.94. The findings show that the training successfully improved participants' understanding of CT through a structured approach, including introduction of concepts through sample Bebras problems, practice problems, as well as a comprehensive question and answer session.
Perancangan Gamifikasi dalam Pembelajaran Matematika Diskrit Menggunakan Role Playing Game Tresnawati, Dewi; Fitriani, Leni; Alim, Ikbal Nur
Jurnal Algoritma Vol 21 No 2 (2024): Jurnal Algoritma
Publisher : Institut Teknologi Garut

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33364/algoritma/v.21-2.1464

Abstract

Saat ini pembelajaran berbasis online menjadi alternatif dalam kegiatan belajar mengajar yang mengakibatkan menurunnya minat dapat pembelajaran hingga pemahaman akan suatu materi. Konsep gamifikasi adalah salah satu konsep yang mana mengambil unsur-unsur dalam permainan yang bertujuan untuk memotivasi suatu materi pembelajaran khususnya dalam mata kuliah matematika diskrit yang mana pada mata kuliah ini diperlukan fokus dan konsentrasi yang kuat untuk memahaminya. Tujuan dari penelitian ini adalah membuat media pembelajaran dengan menerapkan konsep gamifikasi pada mata kuliah matematika diskrit berbasis Role Playing Game dengan menggunakan metode Multimedia Development Life Cycle. Hasil dari penelitian ini adalah sebuah media pembelajaran menggunakan gamifikasi pada mata kuliah matematika diskrit berbasis game.
A Comparison of YOLOv8 Series Performance in Student Facial Expressions Detection on Online Learning Tresnawati, Dewi; Nurhidayanti, Shopi; Lestari, Nina
JOIN (Jurnal Online Informatika) Vol 10 No 1 (2025)
Publisher : Department of Informatics, UIN Sunan Gunung Djati Bandung

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.15575/join.v10i1.1390

Abstract

Student engagement in online learning is an important factor that can affect learning outcomes. One indicator of engagement is facial expression. However, research on facial expression detection in online learning environments is still limited, especially in the use of the YOLOv8 algorithm. This study aims to compare the performance of several YOLOv8 variants, namely YOLOv8x, YOLOv8m, YOLOv8s, YOLOv8n, and YOLOv8l in recognizing six facial expressions: happy, sad, angry, surprised, afraid, and neutral. Student facial expression data was collected through the Moodle platform every 15 seconds during the learning process. All models were trained using 640x640 pixel images for 100 epochs to improve facial expression detection capabilities. The main contribution of this study is to provide a comprehensive analysis of the effectiveness of YOLOv8 in detecting student facial expressions, which can be used to improve the online learning experience. The evaluation results show that the YOLOv8s model has the best performance with the highest mAP of 0.840 and the fastest inference speed of 2.4 ms per image. YOLOv8m and YOLOv8x also performed well with mAP of 0.816 and 0.815, respectively. Although YOLOv8x had the slowest inference speed, it was superior in detecting fear, happiness, and sadness expressions with mAP above 0.9. YOLOv8n had mAP of 0.636, while YOLOv8l achieved mAP of 0.813 with an inference speed of 9.1 ms per image. This study shows that the YOLOv8 algorithm, especially YOLOv8s, can be an effective solution to analyze student engagement based on their facial expressions during online learning.
Co-Authors Ade Sutedi Ade Sutedi, Ade Adinugraha, Yudistira Agas Moch Fauzan Agung Gumelar Agung Khofidin Agus Nugraha Ahdan, Alfin Muhamad Ahmad Arif Budiman Ai Adhayani Aldi Nur Puadi Alfi Saeful Milah Alim, Ikbal Nur Alsi Linda Sari Andi Fauzi Andri Ikhwana Anita Nurvitrya Apriadi, Ari Ardiansyah, Ryan Arief Pinasti Nugraha Ary Akbar Sidiq Ary Setijadi Prihatmanto Asep Deddy Supriatna Asri Mulyani Asyah, Cha Cha Nisya Ayu Latifah Cecep Saepuloh Cecep Sahlan Ma'rup Chandra Wijaya Dauni, Popon Dede Kurniadi Deden Nurul Hakim Dhami Johar Dhamiri Diki Setiadi Diki Silviadi Dimitri Mahayana Dindin Sihabudin Ahmad Wardi Dini Destiani Siti Fatimah Dini Destiani Siti Fatimah Dini Destiani Siti Fatimah Dini Destiani Siti Fatimah Edi Hidayat Egi Ramdani Eko Retnadi Eneng Wildayanti Eri Satria Eri Satria Eri Satria Eri Satria Erwin Gunadhi Fahmi Ilham Ardiansyah Fahreza, Muhammad Fajar Haiqal Farida Nuraeni Fassa Fatmalasari, Intan Sri Fauzan, Wildan Ahmad Nur Fikri Fahru Roji Fitriani, Ranti Fitriyani, Ranti Garnisa, Sandra Budi Gugum Gumilar Setia Permana Handayani, Nanda Haniyah, Hani Hanna Qurrotul Aini Hariyana Sanjaya Hidayatno, Fachrul Ramdaniar Hidayattuloh, Yusuf Husni Mubarok I Putu Satwika Indri Tri Julianto Intan Fadzilatunnisa Iqbal Maulana Iqbal Setyawan Irgi Muhamad Albani Kamal, Muhammad Abyan Karti, Karti Khoerudin Yusuf Kresnapatty, Duva Kusumah, Rullyanto Angga Latifah, Ayu Leni Fitriani Leni Fitriani, Leni Lestari, Nina Lukman Hakim M. Iqbal Ismail Safei Pamungkas Maharani, Larasyla Putriana Maulana, Randi Muhamad Firzan Desfriansyah Muhammad Bagja Sukriyansah Muhammad Fauzy Muhammad Rikza Nashrulloh Mujakki, Akmal Muttaqin, Epwan Nurul Nahdi Hadiyanto nanang nanang Nasrullah, Muhammad Rikza Novitasari, Sinta Nugraha, Alwi Iswahyudi Nukholis Abdul Majid Nurahman, Gia Nurhidayanti, Shopi Nurhisyam, Fahmi Nurohmah, Novita Fitri Nurul Fitriyani Pardiansyah, Irgi Rahma Melati, Tri Rahman, Ridwan Arif rahmat Soleh Rendi Nurdian Rian Fardian Rizqi Ridwan Arif Rahman Ridwan Setiawan Ridwan Setiawan Rifa Ferdiansyah Rinda Cahyana Rinda Cahyana Riri Ratna Utami Risa Aisyah Riyad Sabilul Muminin Rizal Mustofa Rizwan Faiz Rojani Rozak Rahmat Rostilawati, Detila Rusdiawan, Mohamad Mihradi Salsabil, Ilham Sandy Mawardi sandy mawardi Sania Alvi Alviah Septiana Firdaus Setiawan, Asep Trisna Silviadi, Diki Sopiah, Dede Sri Rahayu SRI RAHAYU Sumarto Dian Waluyo Taufik Sapta Nugraha Widi Gumelar Yomi Guno Yosep Septiana Yudistira Adinugraha Yulia Nuriyanti Yusep Moch Yusup Zikrifah, Amelia