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IMPLEMENTASI SCL (STUDENT CENTERED LEARNING) PADA PEMBELAJARAN KULIAH JARINGAN KOMPUTER (STUDI KASUS: POLITEKNIK TELKOM) Siradj, Yahdi
Parameter Vol 24 No 1 (2014): Parameter
Publisher : Lembaga Penelitian dan Pengabdian Kepada Masyarakat

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (385.215 KB) | DOI: 10.21009/parameter.241.02

Abstract

Abstract: Nowadays the process of teaching and learning not must wear conventional style where lecturer explained the matter in front of class, and student listened. By Technology Development learning was introduced many new methods which can optimalized the absorb knowledge inside or outside class, at once interactive and pleasure. Such as Student Centered Learning (SCL). On lecture matter Computer Networks in the Politeknik Telkom, SCL method can be implemented with combination of e-quiz, cloud based sharing files, toke Games, and dividing teaching session in the class become 1hour discussion and One hour consultation with lecturer. This method combinantion make Computer Networks learning more effective, interactive, and pleasure.Keywords: Student Centered Learning, Computer Networks, E-quiz, Cloud, Game ABSTRAK: Saat ini proses pengajaran dan pembelajaran tidak harus bergaya konvensional dimana dosen menerangkan di depan kelas, dan mahasiswa mendengarkan di mejanya masing-masing. Melalui perkembangan teknologi pendidikan diperkenalkan berbagai metode baru yang dapat mengoptimalkan tingkat penyerapan ilmu di kelas maupun di luar kelas, sekaligus interaktif dan menyenangkan. Salah satunya adalah Pembelajaran berpusat pada siswa (SCL). Pada mata kuliah Jaringan Komputer di Politeknik Telkom, metode SCL diimplementasikan dengan memadukan e-quiz, cloud based sharing files, token game dan membagi sesi pengajaran di kelas menjadi 1 jam diskusi dan 1 jam pembahasan oleh dosen. Perpaduan metode ini menjadikan pembelajaran Jaringan Komputer menjadi lebih efektif, interaktif, dan menyenangkan.Kata kunci: Pembelajaran berpusat pada siswa, Jaringan Komputer, E-quiz, Cloud, Game
DESIGNING AND IMPLEMENTING THE EDUCATIONAL GAME “INDONESIAN TRIBES” FOR THE KINDERGARTEN STUDENTS Wisnu Wijayanto, Pikir; Siradj, Yahdi
Vision: Journal for Language and Foreign Language Learning Vol 5, No 2 (2016)
Publisher : Faculty of Education and Teacher Training, Universitas Islam Negeri Walisongo Semarang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21580/vjv5i21040

Abstract

This study is aimed at describing the educational game “The Indonesian Tribes” as multimedia application in the learning activities for the students in kindergarten. This multimedia application is de- signed to facilitate the students in order to improve their knowledge of tribes and cultures in Indonesia such as the traditional clothes, houses, dances in Indonesia, and the gamelan musical instruments. This application is equipped with a Kinect sensor technology to de- tect the external trigger such as speech and gesture recognition that will further encourage the liveliness; children are play while learning. It is in line with the characteristics of the kindergarten students who love to play and learn in their own imagination. The game is also completed with audio-visual animations in various contents, and interactive nature in terms of  playing and learning activities with a simple description and instruction of the English language. The use of interactive contents in this application enables them to have some senses owned better and more effective, such as the senses of sight, hearing, and motorist functions. Also for teachers, it can increase the teaching creativity and create a good atmosphere of learning. In other words, this educational game can enrich the way children understand the essence of learning through playing.
Adaptation Atomic Design Method for Rapid Game Development Model Rickman Roedavan; Agus Pratondo; Bambang Pudjoatmodjo; Yahdi Siradj
IJAIT (International Journal of Applied Information Technology) Vol 04 No 02 (November 2020)
Publisher : School of Applied Science, Telkom University

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.25124/ijait.v4i02.3658

Abstract

Prototyping a game is a process to build the core game mechanics for use in the final game. This process is essential because it can save cost, time and reduce the potential for errors. There is a lot of study and research on the Game Development Life Cycle (GDLC). Some existing GDLC's were developed based on the waterfall model, while others were developed based on prototyping models. However, most of these models are not considered the cost and time factor. This research proposes a new Rapid Game Development (RGD) model, adapted from our previous work in developing the Game Mechanic Framework for Unity Game Engine. The experiment result showed that this method could be used to create a game faster while keeping the budget in mind during the development process.
DESIGNING AND IMPLEMENTING THE EDUCATIONAL GAME “INDONESIAN TRIBES” FOR THE KINDERGARTEN STUDENTS Pikir Wisnu Wijayanto; Yahdi Siradj
Vision: Journal for Language and Foreign Language Learning Vol 5, No 2 (2016)
Publisher : Universitas Islam Negeri Walisongo Semarang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21580/vjv5i21040

Abstract

This study is aimed at describing the educational game “The Indonesian Tribes” as multimedia application in the learning activities for the students in kindergarten. This multimedia application is de- signed to facilitate the students in order to improve their knowledge of tribes and cultures in Indonesia such as the traditional clothes, houses, dances in Indonesia, and the gamelan musical instruments. This application is equipped with a Kinect sensor technology to de- tect the external trigger such as speech and gesture recognition that will further encourage the liveliness; children are play while learning. It is in line with the characteristics of the kindergarten students who love to play and learn in their own imagination. The game is also completed with audio-visual animations in various contents, and interactive nature in terms of  playing and learning activities with a simple description and instruction of the English language. The use of interactive contents in this application enables them to have some senses owned better and more effective, such as the senses of sight, hearing, and motorist functions. Also for teachers, it can increase the teaching creativity and create a good atmosphere of learning. In other words, this educational game can enrich the way children understand the essence of learning through playing.
Serious Game Development Model Based on the Game-Based Learning Foundation Rickman Roedavan; Bambang Pudjoatmodjo; Yahdi Siradj; Sazilah Salam; BQ Desy Hardianti
Journal of ICT Research and Applications Vol. 15 No. 3 (2021)
Publisher : LPPM ITB

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.5614/itbj.ict.res.appl.2021.15.3.6

Abstract

Serious games or applied games are digital games applied in serious fields such as education, advertising, health, business, and the military. Currently, serious game development is mostly based on the Game Development Life Cycle (GDLC) approach. A serious game is a game product with unique characteristics that require a particular approach to its development. This paper proposes a serious game development model adapted from the Game-Based Learning Foundation. This paper’s main contribution is to enhance knowledge in the game development field and game-related application research. The proposed model was validated using the relativism approach and it was used to develop several game prototypes for universities, national companies, and the military.
Smartwatch Potentials for Healtcare Yahdi Siradj
Telekontran : Jurnal Ilmiah Telekomunikasi, Kendali dan Elektronika Terapan Vol 4 No 1 (2016): TELEKONTRAN vol 4 no 1 April 2016
Publisher : Program Studi Teknik Elektro, Fakultas Teknik dan Ilmu Komputer, Universitas Komputer Indonesia.

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (345.257 KB) | DOI: 10.34010/telekontran.v4i1.1588

Abstract

As a member of wearable devices family, the smartwatch is having big potentials to contribute improving the healthcare and wellness of human being. At this time, smartwatch has been supported by varies sensor chips which are unthinkable for recent decades that can be fitted into small devices as small as a wristwatch. Such sensors as accelerometer, gyro meter, motion tracking, temperature, humidity etc. Integrating those sensors with big data technology, together with Artificial Intelligence will leverage smartwatch’s impact into another higher level, especially in healthcare and wellness domain. At least, the future of smartwatch will be fully contributing around Continuous monitoring enables prevention, Therapy, Tools for specific patient groups, Electronic patient records. With continuous improving sensor technology and more sensor will be produced in the future, smartwatch is giving high opportunity to revolutionize the way human being undergo healthy life in the day after tomorrow.
The Educational Game “Indonesian Tribes” for the Kindergarten Students Pikir Wisnu Wijayanto; Yahdi Siradj
International Journal of Pedagogy and Teacher Education Vol 1, No 1 (2017): International Journal of Pedagogy and Teacher Education
Publisher : The Faculty of Teacher Training and Education (FKIP), Universitas Sebelas Maret, Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.20961/ijpte.v1i1.8456

Abstract

This study describes the educational game “The Indonesian Tribes” as a multimedia application to facilitate the learning activities for the students in kindergarten. This multimedia application is designed to help the students to recognize the several tribes and cultures in Indonesia such as the traditional clothes, houses, dances, and the gamelan musical instruments. This application is equipped with a Kinect sensor technology to detect the external trigger such as speech and gesture (motion) recognition that will encourage the students’ enthusiasm in playing and learning activities. It is in line with their characteristics who love to play and learn with their own imagination. This game education is also completed with audio-visual animations in various contents and interactive nature with a simple English description and instructions.Except where otherwise noted, content on this site is licensed under a Creative Commons Attribution 4.0 International License
Pemberdayaan Perempuan Melalui Pemanfaatan Teknologi Informasi Pada UMKM Desa Lengkong Bandung Suryatiningsih Suryatiningsih; Luthfi Ramadani; Aprianti Putri Sujana; Yahdi Siradj; Sari Dewi Budiwati; Ahmad Almaarif
Abdiformatika: Jurnal Pengabdian Masyarakat Informatika Vol. 2 No. 2 (2022): November 2022 - Abdiformatika: Jurnal Pengabdian Masyarakat Informatika
Publisher : Indonesian Scientific Journal

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.25008/abdiformatika.v2i2.161

Abstract

Smart Village di Desa Lengkong merupakan upaya terintegrasi untuk memfasilitasi agenda pembangunan daerah mulai di level paling bawah yaitu desa. Salah satu sub-program dari upaya ini adalah digitalisasi aktivitas usaha melalui peningkatan kompetensi perempuan pelaku Usaha Mikro, Kecil dan Menengah (UMKM) menuju online commerce di wilayah Desa Lengkong. Persaingan usaha saat ini membutuhkan keterampilan baik dalam pemasaran produk, manajemen usaha, pengemasan produk yang menarik, pelayanan yang terbaik sehingga membuat konsumen setia melakukan transaksi kembali. Kegiatan ini merupakan usulan tahap pertama dari total tiga tahap dalam upaya pembangunan kapabilitas digital pemangku kepentingan di Desa Lengkong melalui akuisisi sumber daya TI dan peningkatan kemampuan organisasi dan manajemen teknologi informasi di level desa. Secara umum, pada tahap pertama ini telah diidentifikasi permasalahan yang ada di Desa Lengkong, dan dirumuskan solusi awal berupa peningkatan kompetensi perempuan pelaku UMKM di wilayah Desa Lengkong. Pemberdayaan perempuan diharapkan dapat meningkatkan kualitas sumber daya manusia secara keseluruhan karena perempuan merupakan pilar penting dalam masyarakat desa secara umum dan keluarga secara khusus. Perempuan yang maju akan menginspirasi keluarga dan masyarakat desa untuk turut maju. Kegiatan pengabdian masyarakat ini dilakukan dalam bentuk workshop Fotografi Produk dan workshop pengelolaan Online Shop UMKM di marketplace yang sudah tersedia.
Stabilization of Image Classification Accuracy in Hybrid Quantum-Classical Convolutional Neural Network with Ensemble Learning Oumarou, Hayatou; Siradj, Yahdi; Rizal, Randi; Candra, Fikri
Innovation in Research of Informatics (Innovatics) Vol 6, No 1 (2024): March 2024
Publisher : Department of Informatics, Siliwangi University, Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37058/innovatics.v6i1.10437

Abstract

Stabilization of Image Classification Accuracy in Hybrid Quantum-Classical Convolutional Neural Network Model with Ensemble Learning. Image classification plays a significant role in various technological applications, such as object recognition, autonomous vehicles, and medical image processing. Higher accuracy in image classification implies better capabilities in recognizing and understanding visual information. To enhance image classification accuracy, a Hybrid Quantum-Classical Convolutional Neural Network (HQ-CNN) model is developed by integrating quantum and classical computing elements with ensemble learning techniques. Compared to conventional neural networks, HQ-CNN enriches feature mapping in image classification predictions. The research results with HQ-CNN using ensemble learning demonstrate impressive and stable accuracy, with the lowest deviation being 1.1037.
Pengembangan Platform Metaversity Berbasis Digital Game-Based Learning Studi Kasus: Pembelajaran Bahasa Inggris Roedavan, Rickman; Pudjoatmodjo, Bambang Pudjoatmodjo; Siradj, Yahdi
INSERT : Information System and Emerging Technology Journal Vol. 4 No. 2 (2023)
Publisher : Prodi Sistem Informasi, FTK, Undiksha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/insert.v4i2.68289

Abstract

Pembelajaran bahasa merupakan proses yang melibatkan empat keterampilan bahasa yaitu mendengarkan, berbicara, membaca, dan menulis. Salah satu permasalahan dalam pembelajaran bahasa adalah kecemasan berbahasa yang mengacu kepada perasaan tegang saat harus berkomunikasi baik lisan dan tulisan menggunakan bahasa lain. Pendekatan simulasi dengan penerapan konsep Game-based learning (GBL) dapat menjadi salah satu solusi untuk membangun kepercayaan diri seseorang dalam berbahasa asing sebelum menggunakannya di dunia nyata. Penelitian ini mencoba memberikan kontribusi pada pengetahuan dengan membangun sebuah prototipe platform digital Metaversity yang menggabungkan pilar ekosistem Metaverse dan Digital Game-Based Learning (DGBL) dengan studi kasus pembelajaran bahasa inggris. Platform yang dikembangkan menggunakan kombinasi dari Avatar System berbasis Ready Player Me, Unity Game Engine, dan Speech Recognition. Hasil pengujian prototipe Metaversity menggunakan System Usability Scale (SUS) mendapatkan nilai 64,7 dari 42 responden. Hasil ini menunjukkan tingkat kecenderungan pengguna untuk menggunakan platform ini dalam mempelajari bahasa inggris relatif cukup dan nilai akhir prototipe masuk ke dalam klasifikasi Adjective Rating Ok.