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Journal : Emerging Information Science and Technology

Designing a Fun English Vocabulary Card Application as a Means of Learning English Vocabulary for Elementary School Students Haris Setyawan; Radityo Anindito Arighi; Reza Giga Isnanda
Emerging Information Science and Technology Vol 1, No 3: August 2020
Publisher : Universitas Muhammadiyah Yogyakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (622.81 KB) | DOI: 10.18196/eist.v1i3.13173

Abstract

English has been globally used for communication and studied by almost all countries. Therefore, understanding and being able to communicate in English is crucial. A lot of English learning is currently delivered using the lecture method, but there is no medium for learning English vocabulary in an application. This study aims to create a Fun English Vocabulary Card game to improve children’s English vocabulary. To design the learning model, the design of use case and activity diagrams was utilized. Based on the pre-test and post-test results, this game significantly increased children’s English vocabulary. The average pre-test score was 43.625, and the average post-test score was 95, which indicates that the educational game application could improve users’ knowledge and understanding of English vocabulary.
Android-based Dental Anatomy Learning Application Using Mayer’s Multimedia Learning Principles Deka Desilawati; Haris Setyawan; Reza Giga Isnanda
Emerging Information Science and Technology Vol 1, No 2: May 2020
Publisher : Universitas Muhammadiyah Yogyakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (456.235 KB) | DOI: 10.18196/eist.1210

Abstract

Anatomy learning methods are still dominated by using books, in which the material is presented in pictures and writings. The anatomy learning method using books is carried out by redrawing parts and memorizing the location and its terms. Thus, students have difficulties when they forget and want to find terms on the anatomy because it is uneasy and takes a long time. This research aims to create a system to study anatomy, especially dental anatomy, through an android-based application, and provide ease of anatomy of tooth learning using Mayer’s principle of multimedia learning on application. Based on system testing and user testing results, this application can be used as a medium of information and learning about tooth anatomy. It is evidenced by black-box testing and questionnaire results. 
The Development of Serious Game to Teach the Concept of Dunya and Akhirah to Young Muslims Haris Setyawan; Reza Giga Isnanda; Elvan Diano; Muhammad Fadlun Subarkah
Emerging Information Science and Technology Vol 1, No 1: February 2020
Publisher : Universitas Muhammadiyah Yogyakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (576.501 KB) | DOI: 10.18196/eist.112

Abstract

Nowadays, young Muslims are so busy with their needs in Dunya (this World) that they overlook the importance of preparing for life in Akhirah (the Hereafter). Afterall, one of the teaching in Islam is to prioritize the Akhirah than the Dunya. Because of the lack of awareness, many young Muslims neglect their religious duties such as Sholat or reciting al-Qur’an. To help introduce, teach, and remind them the concept of balancing life in Dunya and Akhirah, a solution that can pique their interest is a necessity. Therefore, this paper explain the development process of serious game to teach the concept of Dunya and Akhirah. The game implements the main mission and hidden mission that resemble Dunya and Akhirah responsibility respectively. The game’s effectivity was then evaluated with pre-test and post-test method. The result suggested that the game can increase the player’s knowledge in Dua and awareness in Dunya and Akhirah. This shows the potential of the game as learning media.
The Development of Find The Object Game Application as The Media of English Vocabulary Learning for Second and Third Grades of Elementary School Haris Setyawan; Bhaskara Satrya Priwandhana; Reza Giga Isnanda
Emerging Information Science and Technology Vol 1, No 2: May 2020
Publisher : Universitas Muhammadiyah Yogyakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (489.042 KB) | DOI: 10.18196/eist.126

Abstract

English is the language of international communication, which is why most countries in the world learn it. Therefore, we need to understand and be capable of communicating in English. Today’s English learning is mostly delivered by a lecture method. Moreover, there is no English vocabulary learning media in the form of application. Therefore, this research aims to develop a game application called “Find the Object” to help elementary school students learn English vocabulary by making the learning process more fun and interesting. The pre-test, post-test, and poll results revealed that this game significantly succeeded in increasing the English vocabulary of elementary school students. It was proven through the values of tests tending to increase after playing this game, and students felt more interested in learning English vocabulary.
Web-Based Data Information System for Students and Teachers at Al-Qur’an Education Parks in Kasihan, Bantul Teuku Syauqi Maulana; Haris Setyawan; Asroni Asroni
Emerging Information Science and Technology Vol 2, No 1: May 2021
Publisher : Universitas Muhammadiyah Yogyakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.18196/eist.v2i1.16870

Abstract

Al-Qur’an Kindergarten (TKA) and Al-Qur’an Education Park (TPA) are non-formal religious education institutions emphasizing studying Islamic values. The development of society necessitates institutions that hold TKA/TPA-related information promptly and correctly. Currently, technology is required to aid an institution in maintaining data and providing TKA/TPA-related information. The data information system aims to provide data for the TKA/TPA coordination agency and ensure the implementation of the administrative order to assure the operational and development sustainability of the IT-based TKA/TPA operating regions. This research intends to develop a web-based information system that can handle the data of students and teachers to reduce the number of errors due to manual data management. A web-based application system for student and teacher data information in TPA in Kasihan was developed utilizing the CodeIgniter framework, the Hypertext Preprocessor (PHP) programming language, the MySQL database, the SDLC method, and the Prototype model. Due to its superiority, the website was selected as the application’s foundation since it is lightweight and could be accessed rapidly using a web browser and an internet or intranet connection to the server. This study has produced a web-based application constructed successfully and could be utilized as a data information system for TPA students and teachers in Bantul.
Sentiment Analysis of Public Responses on Indonesia Government Using Naïve Bayes and Support Vector Machine Haris Setyawan; Laila Ma’rifatul Azizah; Alvira Yusnia Pradani
Emerging Information Science and Technology Vol 4, No 1 (2023): May
Publisher : Universitas Muhammadiyah Yogyakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.18196/eist.v4i1.18681

Abstract

Many people are interested in knowing how the public views President Joko Widodo's administration. Text Mining analysis can be one way to collect and analyze text data about Joko Widodo's administration and extract relevant information from the data. Data was obtained by collecting tweet data about Joko Widodo's government in 2022 on Twitter using Netlyitic. Then the Text Mining analysis of Joko Widodo's government was carried out using the Navie Bayes (NVB) classification and Support Vector Machine (SVM). This classification can be used to predict sentiment or public views of the government based on the tweets collected.  Based on a case study of the classification results of President Joko Widodo using Naive Bayesian classification, we obtained a precision value of 79%, a recall value of 91% and a precision value of 82%. And by using SVM, we get 85% precision, 95% recall, and 83% precision. Due to the high accuracy, recall, and precision, it can be said that SVM classification is more accurate than NVB.