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Penerapan Keamanan Pesan Teks Menggunakan Modifikasi Algoritma Caisar Chiper Kedalam Bentuk Sandi Morse Irma Darmayanti; Deuis Nur Astrida; Dony Ariyus
Jurnal Ilmiah IT CIDA Vol 4, No 1: Juni 2018
Publisher : STMIK Amikom Surakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (743.655 KB) | DOI: 10.55635/jic.v4i1.78

Abstract

Keamanan dan kerahasiaan dalam berkomunikasi menjadi suatu kebutuhan agar informasi yang dikirim dan diterima tidak disalahgunakan oleh pihak-pihak yang kurang bertanggung jawab. Keamanan dan kerahasiaan informasi dapat dijaga dengan memanfaatkan kriptografi. Kriptografi tidak hanya menyediakan alat untuk keamanan informasi, tetapi juga sekumpulan teknik yang berguna untuk keamanan dan kerahasiaan informasi. Salah satu metode enkripsi dan dekripsi yang dapat digunakan yaitu algoritma caesar chiper. Hanya saja algoritma caesar chiper mudah untuk dipecahkan sehingga pada jurnal ini penulis meningkatkan keamanan dari suatu pesan teks dengan memodifikasi algoritma caesar chiper dalam bentuk sandi morse.   Kata Kunci :Keamanan Pesan Teks, Algoritma Caesar Chiper, Sandi Morse
Evaluasi Tingkat Penerimaan Computer Based Test (CBT) Menggunakan Technology Acceptance Model 3 (TAM 3) Pada Sekolah Menengah Kejuruan (SMK) Deuis Nur Astrida; Wing Wahyu Winarno; M Rudyanto Arief
Media Aplikom Vol 10 No 2 (2018)
Publisher : Sekolah Tinggi Ilmu Komputer YOS SUDARSO Purwokerto

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33488/1.ma.2018.2.33

Abstract

The results of student learning evaluation plays an important role to determine the quality of student learning during the study period. For that educators are required to be able to make the evaluation questions are easily understood and able to provide a valid and objective assessment of student learning outcomes. For that required a system that is able to help educators in order to provide student learning evaluation that is easy to understand and able to provide accurate and fast results. Computer Based Test (CBT) is an online-based test system that can be used to facilitate teachers in making evaluation reports of student learning outcomes and can present the questions in an interactive form. This study begins by analyzing CBT acceptance factors later to determine whether CBT is acceptable or not to address the existing problems. To know the factors influencing the acceptance of CBT can be known by using TAM method 3. The significant standard used in this research is 5%. In accordance with the results of research, then obtained the factors that affect the acceptance of the use of CBT is Job Relevance, Output Quality, and Perceived Ease of Use significant effect on Perceived Usefulness. Computer Anxiety has a significant effect on Perceived Ease of Use. Interactivity, Honesty, Perceived Usefulness, and Perceived Ease of Use have significant effect on Behavioral Intention. Behavioral Intention has significant effect on Use Behavioral.
UI/UX Implementation for Junior High Adventure Game using UCD Method in P5 Project Deuis Nur Astrida; M. Syaiful Amin; Arifudin, Dani
Journal of Informatics and Interactive Technology Vol. 1 No. 2 (2024): Agustus
Publisher : ACSIT

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.63547/jiite.v1i2.3

Abstract

One of the activities in the independent learning curriculum is thePancasila Student Profile Strengthening Project (P5), a project-basedco-curricular activity aimed at enhancing competence and characteraccording to the Pancasila learner profile, based on GraduationCompetency Standards. One theme of the P5 project is engineeringand technology, where students create innovative works usingtechnology to solve problems in their educational environment, suchas environmental pollution and limited educational resources. Anexample outcome is the adventure game "The Ghost," designed tofoster students' creativity in digital production, not just as users. Giventhe high rate of game addiction among students, this project isparticularly relevant.The study utilized the User Centered Design (UCD) methodology todevelop and assess the usability of the "The Ghost" user interface,created with Construct 2. The UCD process comprised user research,design, prototyping, and testing stages. Initial user research involvedsurveys and interviews to gather user needs and preferences. Theseinsights informed the design stage, where user interface prototypeswere created and refined iteratively based on feedback. In the testingstage, usability was evaluated with real users who performed tasks andcompleted the System Usability Scale (SUS) questionnaire. The gamewas tested on Android devices, and the results showed that it is highlyusable, with 85% of respondents rating it positively, and an intervalscale score of 77.68 classifying the application as good andentertaining. Additionally, the game ran smoothly on Android, furthervalidating its usability and performance.