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Peningkatan Daya Saing Pendidik di Era Digital melalui Pelatihan Teknologi Multimedia dan Game untuk Bahan Pembelajaran di SMK Negeri 10 Surabaya Siska Arifiani; Imam Kuswardayan; Darlis Herumurti; Hadziq Fabroyir; Ridho Rahman Hariadi; Andhik Ampuh Yunanto
Sewagati Vol 5 No 2 (2021)
Publisher : Pusat Publikasi ITS

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (1078.756 KB)

Abstract

Perkembangan Teknologi Informasi dan Komunikasi (TIK) yang begitu pesat, kian merambah ke berbagai sektor dalam kehidupan. Perkembangan TIK yang begitu pesat juga harus didukung dengan tersedianya SDM yang cukup menguasai kemampuan TIK tersebut. SMK Negeri 10 Surabaya merupakan sekolah menengah kejuruan di Surabaya yang memiliki sistem pendidikan vokasi berbasis kompetensi yang berharap dapat dihubungkan dan cocok dengan dunia industri. Sehingga harapannya, lulusan yang dihasilkan dapat menjadi tenaga kerja yang terampil dan sesuai dengan kebutuhan dari masing-masing industri. ITS khususnya dosen di departemen Informatika Laboratorium Grafika, Interaksi, dan Game (GIGa) mengajak kerja sama SMK Negeri 10 Surabaya untuk menunjukkan peran serta kontribusi ITS bagi perkembangan pendidikan. ITS dalam hal ini bertindak sebagai institusi perguruan tinggi dengan kemajuan TIK yang dimiliki, diharapkan dapat membantu menyiapkan kemampuan dan kompetensi pendidik dalam menghadapi tantangan perkembangan TIK yang sangat pesat pada saat ini. Pelatihan yang dilakukan mencakup materi yang berhubungan dengan Teknologi Multimedia dan Game. Materi yang diberikan diharapkan tidak hanya dapat meningkatkan kualitas pendidik di SMK Negeri 10 Surabaya, namun juga diharapkan mampu memberikan pengetahuan bagaimana mempersiapkan materi pembelajaran online yang menarik dan interaktif.
Pengembangan Metode Klasterisasi Data Berbasis Hybrid Improved Artificial Bee Colony (IABC) dan K – Harmonic Means Tegar Palyus Fiqar; Saiful Bahri Musa; Fitrah Maharani Humaira; I Made Widiartha; Darlis Herumurti; Agus Zainal Arifin
SPECTA Journal of Technology Vol. 2 No. 3 (2018): SPECTA Journal of Technology
Publisher : LPPM ITK

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (466.517 KB) | DOI: 10.35718/specta.v2i3.3

Abstract

One of data grouping process method is k-harmonic clustering method (KHM) which has a relatively short and simple process. However, it has a weakness at cluster center point. Randomly formed cluster center point causes difficulty to converge solutions. One way to solve the problem at the cluster center point requires a method which has a global solution for KHM. The method is Improved artificial bee colony (IABC), improvement of artificial bee colony (ABC) method based on behavior patterns of honey bee colony in food searching process. Advantage of the IABC method is able to have more optimum global solution. This research proposes a new method of clustering using improved artificial bee colony and K-Harmonic means (IABC-KHM) to optimize the center point in clusters that lead to global solution. In this study, the IABC is functioned for finding the most optimum cluster center point for the data clustering process using KHM. Furthermore, the performance test of the IABC-KHM clustering method is compared with ABC and ABC-KHM methods on three different datasets. The result of mean value of best function of IABC-KHM method of Iris dataset is 152,87, Contraceptive Method Choice dataset is 918,54, and Wine dataset is 31,01. Moreover, the result of the average value of the best F-Measure method IABC-KHM Iris dataset is 0.90, the Contraceptive Method Choice dataset is 0.41, the Wine dataset is 0.95. To conclude, IABC-KHM method has successfully optimized the position of cluster center point that directs the cluster result which has global solution.
System of gender identification and age estimation from radiography: a review Nur Nafi’iyah; Chastine Fatichah; Darlis Herumurti; Eha Renwi Astuti; Ramadhan Hardani Putra; Esa Prakasa; Yosi Kristian
International Journal of Electrical and Computer Engineering (IJECE) Vol 13, No 5: October 2023
Publisher : Institute of Advanced Engineering and Science

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.11591/ijece.v13i5.pp5491-5500

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Under extreme conditions postmortem, dental radiography examinations can play an essential role in individual identification. In forensic odontology, individual identification traditionally compares antemortem dental records radiographs with those obtained on postmortem examination. As such, these traditional methods are vulnerable to oversights or mistakes in the individual identification of unidentified bodies. Digital technology can develop forensic odontology well. An automatic individual identification system is needed to support the forensic odontology process more easily and quickly because there are still opportunities to be created. We aimed to review the complete range of recent developments in identifying individuals from panoramic radiographs. We study methods in gender identification, age estimation, radiographic segmentation, performance analysis, and promising future directions.
Algorithmic Advancements in Heuristic Search for Enhanced Sudoku Puzzle Solving Across Difficulty Levels Pratama, Moch Deny; Abdillah, Rifqi; Herumurti, Darlis; Hidayati, Shintami Chusnul
Building of Informatics, Technology and Science (BITS) Vol 5 No 4 (2024): March 2024
Publisher : Forum Kerjasama Pendidikan Tinggi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.47065/bits.v5i4.4622

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Computer technology, particularly artificial intelligence, has found diverse applications in the rapidly evolving era of the industrial revolution, notably in gaming, delving into artificial intelligence and explicitly applying game-solving techniques to Sudoku puzzles. Sudoku, a popular game requiring logical precision, serves as an ideal platform for exploring algorithms such as depth-first search, breadth-first search, and heuristic search. This research identifies memory-intensive demands in breadth-first search and the potential issue of infinite traversal in depth-first search. To address these challenges, the study proposes implementing the heuristic search algorithm, which prioritizes promising paths based on estimations of proximity to the goal state made by a heuristic function. The primary objective is to enhance Sudoku puzzle-solving by comparing the performance of the heuristic search algorithm with traditional breadth-first and depth-first search methods, with a particular focus on improving efficiency and reducing memory usage, including time and steps. The results indicate that the heuristic search algorithm outperforms traditional methods, demonstrating faster completion times and reduced memory requirements, thereby contributing to the advancement of Sudoku-solving algorithms. The study evaluates their performance across different difficulty levels, utilizing data from sudoku.com and extremesudoku.info. Notably, the heuristic search algorithm emerges as a superior method, outperforming other algorithms in terms of completion steps and time efficiency. The implementation and analysis involved three types of Sudoku puzzle-solving methods, revealing that the heuristic search algorithm significantly outperforms other algorithms, optimizing its performance in solving Sudoku puzzles. The average time required to complete Sudoku puzzles from data sourced from Sudoku.com was 0.02, 0.05, and 0.61 seconds for each level, respectively. In contrast, according to extremesudoku.info, it took 0.31 seconds for the highest difficulty level. Furthermore, the average total steps needed on sudoku.com ranged from 43 to 1201 steps for each level, spanning from easy to hard. On extremesudoku.info, 509 steps were required for the highest difficulty level. These results affirm the reliability of heuristic search, consistently demonstrating encouraging outcomes and outperforming other algorithms across diverse conditions. This strategic selection facilitates a comprehensive analysis of Sudoku problem-solving algorithms, allowing for the exploration of algorithmic performance and providing a comprehensive range of Sudoku puzzles, thereby ensuring the study's robustness and validity
Analyzing interaction and player experience of game based learning using feature importance based clustering Alfan, Muhammad Bahauddin; Yuhana, Umi Laili; Herumurti, Darlis
Bulletin of Social Informatics Theory and Application Vol. 8 No. 2 (2024)
Publisher : Association for Scientific Computing Electrical and Engineering

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31763/businta.v8i2.772

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This study explores the dynamics of the gaming experience and its impact on learning efficiency through digital game-based learning (DGBL). Leveraging the Fingerstroke Level Model-GOMS (FLM-GOMS) for interaction analysis and the In-Game Experience Questionnaire (iGEQ) for player experience assessment, we examine the relationship between game-play mechanics and educational outcomes. Our research incorporates a comprehensive dataset, focusing on 40 features encompassing motivation and efficiency outcomes. Through clustering, we identify distinct player groups exhibiting signif-icant variations in efficiency outcomes and game experiences. We utilized the feature selection technique to identify the crucial features that differentiate groups of students who excel in implementing DGBL from those who do not. Through the Random Forest feature importance method, we have found that FLM-GOMS features and positive player in-game feedback play a pivotal role in determining the effectiveness of DGBL.
KLIKHIU: APLIKASI PENDUKUNG PEMASARAN DENGAN STRATEGI JARINGAN DAN STANDARISASI HARGA Imam Kuswardayan; Darlis Herumurti; Anny Yuniarti; Hadziq Fabroyir; Siska Arifiani
Jurnal Widya Laksmi: Jurnal Pengabdian Kepada Masyarakat Vol. 4 No. 1 (2024): Jurnal WIDYA LAKSMI (Jurnal Pengabdian Kepada Masyarakat)
Publisher : Yayasan Lavandaia Dharma Bali

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.59458/jwl.v4i1.66

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Harga produk di platform online seringkali berada di bawah standar. Hal ini terjadi karena beberapa faktor, seperti persaingan yang tinggi diantara sesama penjual, biaya operasional sistem penjualan dengan platform online yang rendah, serta kurangnya pengawasan terhadap kualitas produk. Dalam beberapa kasus, penjual mungkin menjual produk dengan harga yang lebih rendah dari harga pasar untuk menarik pelanggan. Namun, harga yang terlalu rendah dapat menimbulkan kecurigaan terhadap kualitas produk. Selain itu, biaya operasional yang rendah dapat mengurangi kualitas layanan dan pengiriman produk. Oleh karena itu, untuk menjaga kesejahteraan pelaku usaha dalam ekosistem perdagangan digital yang semakin berkembang, dikembangkan sebuah aplikasi yang dapat memastikan bahwa produk perusahaan dapat dipasarkan dengan harga yang sesuai standar yang berlaku. Aplikasi yang dikembangkan, KlikHIU, memiliki fitur utama yang dapat mencegah penjual menetapkan harga jual produk yang dipasarkannya di bawah harga standar. Hal ini bertujuan untuk memastikan persaingan yang sehat antara penjual. Aplikasi KlikHIU juga dapat menghubungkan penjual dengan jaringan distribusi. Dengan aplikasi KlikHIU yang dikembangkan, perusahaan dapat memberikan kepastian kepada konsumen tentang harga dan kualitas produk yang mereka beli.
Role-Playing Game as Learning Media To Support Online Learning Satria, Vinza Hedi; Herumurti, Darlis
Journal of Education Technology Vol. 5 No. 4 (2021): November
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/jet.v5i4.39718

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Lack of learning media will affect the learning process in the classroom. Various learning media can motivate students in online learning activities. It causes learning media to be essential in the learning process. In the current era of online learning, students are prone to boredom and stress. Therefore this study aims to develop learning media with RPG (Role Playing Games). This research is exploratory because the field of play is vast, with validation using an E-GameFlow survey to assess the level of comfort of players when gaining knowledge. The research will be conducted on 15 junior high school students by distributing online questionnaires. The methods used to collect data are observation and questionnaires. The instrument used to collect data is a questionnaire. The technique used to analyze the data is descriptive qualitative and quantitative analysis. The results of each question on each aspect of E-GameFlow will be analyzed to find conclusions about the games that have been made. The results of the data obtained show that the lowest value is 5.49 in the challenge aspect, which is caused by a static game map and lack of guidance regarding the game. The overall results of E-GameFlow show that the game can provide comfort to players while providing learning materials. This is evident from no aspect with a score below the average.
PENJADWALAN MATAKULIAH DENGAN MENGGUNAKAN ALGORITMA GENETIKA DAN METODE CONSTRAINT SATISFACTION Joko Lianto Buliali; Darlis Herumurti; Giri Wiriapradja
JUTI: Jurnal Ilmiah Teknologi Informasi Vol 7, No 1, Januari 2008
Publisher : Department of Informatics, Institut Teknologi Sepuluh Nopember

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (2047.249 KB) | DOI: 10.12962/j24068535.v7i1.a59

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Course scheduling problem has gained attention from many researchers. A number of methods have been produced to get optimum schedule. Classical definition of course scheduling cannot fulfill the special needs of lecture scheduling in universities, therefore several additional rules have to be added to this problem. Lecture scheduling is computationally NP-hard problem, therefore a number of researches apply heuristic methods to do automation to this problem. This research applied Genetic Algorithm combined with Constraint Satisfaction Problem, with chromosomes generated by Genetic Algorithm processed by Constraint Satisfaction Problem. By using this combination, constraints in lecture scheduling that must be fulfilled can be guaranteed not violated. This will make heuristic process in Genetic Algorithm focused and make the entire process more efficient. The case study is the case in Informatics Department, Faculty of Information Technology, ITS. From the analysis of testing results, it is concluded that the system can handle specific requested time slot for a lecture, that the system can process all the offered lectures, and that the system can produce schedules without violating the given constraints. It is also seen that Genetic Algorithm in the system has done optimation in finding the minimum student waiting time between lectures.
EFEKTIVITAS PENGGUNAAN GAME EDUKASI BERJENIS PUZZLE, RPG DAN PUZZLE RPG SEBAGAI SARANA BELAJAR MATEMATIKA Deny Prasetia Hermawan; Darlis Herumurti; Imam Kuswardayan
JUTI: Jurnal Ilmiah Teknologi Informasi Vol 15, No. 2, Juli 2017
Publisher : Department of Informatics, Institut Teknologi Sepuluh Nopember

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.12962/j24068535.v15i2.a663

Abstract

Dalam bidang pendidikan dasar, matematika merupakan sebuah pelajaran dasar dan fundamental. Namun, banyak peserta didik yang tidak menunjukkan sikap positif terhadap mata pelajaran ini. Untuk itulah diperlukan inovasi dalam pembelajaran, salah satunya adalah dengan menggunakan game edukasi.Puzzle adalah game dengan aturan yang sederhana, mudah dimengerti dan dapat merangsang kemampuan matematika. Sedangkan RPG adalah game yang alurnya variatif, interaktif dan dapat meningkatkan ketertarikan pemain. Puzzle RPG adalah penggabungan kedua jenis game tersebut. Penelitian ini bertujuan mengembangkan dan mengukur efektivitas game dari ketiga jenis game tersebut sebagai sarana belajar matematika pada tingkat sekolah dasar (kelas 1-3).Keefektifan game edukasi dilihat dari peningkatan hasil belajar yang diperoleh setelah dilakukan percobaan. Untuk mengetahui jenis game manakah yang paling efektif adalah dengan cara membandingkan peningkatan hasil belajar setelah meggunakan ketiga game tersebut. Analisis perbandingan akan dilakukan dengan uji perbedaan menggunakan ANOVA dan uji lanjut menggunakan scheffe.Hasil percobaan menunjukkan peningkatan hasil belajar pada game puzzle RPG sebesar 53,9%, game RPG sebesar 41,7% dan game puzzle sebesar 33,9%. Setelah dilakukan uji ANOVA, didapatkan hasil bahwa terdapat perbedaan signifikan pada ketiga hasil tersebut. Untuk mengetahui perbedaan pada masing-masing game dilakukan uji scheffe dan didapatkan hasil bahwa hanya hasil belajar antara game puzzle dan puzzle RPG saja yang perbedaannya signifikan. Kesimpulannya, berdasarkan peningkatan hasil belajar, game puzzle RPG memiliki pengaruh terbesar. Berdasarkan uji lanjut dan perbandingan, game berjenis puzzle RPG hanya lebih efektif dibandingkan dengan game puzzle, dan tidak jauh berbeda dibandingkan dengan game RPG. Sedangkan game RPG tidak jauh berbeda dibandingkan dengan game puzzle.Kata Kunci: Efektivitas, Game Edukasi, Matematika, Puzzle, RPG.
ANALISIS PERBANDINGAN KECERDASAN BUATAN PADA COMPUTER PLAYER DALAM MENGAMBIL KEPUTUSAN PADA GAME BATTLE RPG Musta'inul Abdi; Darlis Herumurti; Imam Kuswardayan
JUTI: Jurnal Ilmiah Teknologi Informasi Vol 15, No. 2, Juli 2017
Publisher : Department of Informatics, Institut Teknologi Sepuluh Nopember

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.12962/j24068535.v15i2.a671

Abstract

Pemanfaatan kecerdasan buatan telah diimplementasikan kedalam banyak hal, salah satunya adalah game. Secara umum tujuan dibuatnya game adalah untuk membuat pengguna menjadi terhibur dan merasakan kesenangan ketika sedang atau telah bermain. Kecerdasan buatan di dalam game dibutuhkan untuk meningkatkan tantangan di dalam game dan membuat game menjadi lebih dinamis dan terarah. Sehingga akan menciptakan kesenangan bagi pengguna pada saat dan setelah memainkan game. Beberapa penerapan kecerdasan buatan di dalam game diantaranya adalah dengan menggunakan metode Support Vector Machine (SVM). Dalam beberapa kasus game ada juga yang menggunakan metode Decision tree yang akan mengatur perilaku computer player di dalam permainan. Metode yang lebih sederhana untuk mengatur perilaku computer player yaitu Rulebase. Pada penelitian ini akan dilakukan perbandingan kecerdasan buatan untuk mengatur perilaku computer player di dalam game Role-Playing Game (RPG). Yang dimaksud computer player pada penelitian ini adalah pemain atau karakter yang dijalankan oleh sistem di dalam game.Tujuan dilakukannya perbandingan tersebut adalah untuk mengetahui metode kecerdasan buatan manakah yang paling baik diterapkan pada game berjenis battle RPG. Metode yang digunakan untuk menguji kecerdasan buatan yang diterapkan pada game battle RPG ini adalah dengan menggunakan skenario pertandingan.Berdasarkan analisis yang telah dilakukan didapatkan hasil bahwa kecerdasan buatan dengan menggunakan metode SVM memiliki keunggulan dalam faktor jumlah kemenangan. Hal ini dibuktikan dengan persentase kemenangan metode SVM sebesar 72.5%, Decision tree sebesar 50% dan Rulebase sebesar 22.5%. Berdasarkan data tersebut dapat disimpulkan bahwa pada penelitian ini metode SVM adalah metode pengambilan keputusan yang paling baik dibandingkan dengan metode decision tree dan Rulebase.
Co-Authors Abdillah, Rifqi ABDUL MUNIF Afrizal Laksita Akbar Agus Zainal Arifin Agus Zainal Arifin Ahmad Ridwan Fauzi Alfan, Muhammad Bahauddin Andhik Ampuh Yunanto Anny Yuniarti Ardha Putra Santika Ardhana Praharsana Bilqis Amaliah Buliali, Joko Lianto Chastine Fatichah Deny Prasetia Hermawan Devira Wiena Pramintya Dhian Satria Yudha Kartika Diagnosa Fenomena Dian Sani Dian Sani, Dian Dwi Syamsuifin Alham Eha Renwi Astuti Esa Prakasa Fitrah Humaira Fitrah Maharani Humaira Franky Setiawan Daldiri Giri Wiriapradja Hadziq Fabroyir Handayani Tjandrasa Herdianto Naufal Farras Hidayat, Fajrul Hidayati, Shintami Chusnul Humaira, Fitrah Humaira, Fitrah Maharani Humaira, Fitrah Maharani I Gde Agung Sri Sidhimantra I Guna Adi Socrates I Made Satria Bimantara I Made Widiartha I Made Widiartha I Wayan Supriana Imam Kuswardayan Imam Kuswardayan Indri Sulistyowati Ishardan Ishardan Izza Mabruroh Januar Adi Putra Khairy, Muhammad Shulhan Mabruroh, Izza Maulana, Hendra Mohammad Sonhaji Akbar Muhammad Shulhan Khairy Musta'inul Abdi Nanik Suciati Nanik Suciati Nur Nafi’iyah Nursanti Novi Arisa Nursuci Putri Husain Pangestu Widodo, Pangestu Pratama, Moch Deny Putra, Ramadhan Hardani Putri Nur Rahayu Qonita Luthfia Sutino Radhea Wicaksono Putra Ratri Enggar Pawening Revindasari, Fony Ria Andriana Ridho Rahman Hariadi Rizqa Raaiqa Bintana Rohman Dijaya Saiful Bahri Musa Saiful Bahri Musa Sandy Akbar Dewangga Sarwosri Sarwosri Satria, Vinza Hedi Siska Arifiani Siti Rochimah Supria Supria Supria, Supria Suwanto Afiadi Tegar Palyus Fiqar Tegar Palyus Fiqar Tengku Musri Tio Darmawan Widarsono, Kukuh Wijayanti Nurul Khotimah Yanuar Risah Prayogi Yosi Kristian Yuhana, Umi Laili Yuna Sugianela Zulhaydar Fairozal Akbar