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Analysis of Clustering for Grouping of Productive Industry by K-Medoid Method Indah Cahya Dewi; Bara Yuda Gautama; Putu Arya Mertasana
International Journal of Engineering and Emerging Technology Vol 2 No 1 (2017): January - June
Publisher : Doctorate Program of Engineering Science, Faculty of Engineering, Udayana University

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Abstract

With the number of existing data, would have difficulty in doing the classification and the classification of the existing data. To resolve the issue, one way to do clustering is with data mining using clustering technique. The purpose of this research is the importance of knowing the pattern of the production of an industry that can provide the decision and the construction of clustering patterns for development and industrial progress. The results of this research can provide recommendations to improve the development of industry, help the owners of industry to develop the industry to an increase in the number of production and product quality, improve the competitiveness of the owner of the industry in developing its products. In this research will use the K-Medoids algorithm for data grouping of the industry so that it will be found the information that can be used for the recommendations of the improvement of marketing. The results of clustering with the number of cluster 3 produces the first group contains 85 members, the second group contains 222 members and the third group numbered 3 members. The third group are classified as productive because it has a combination of the value of the production of the most high the results of clustering have the quality of purity worth 1 means good cluster quality.
Model of Group Peer Assessment on E-Learning Komang Oka Saputra; Putu Arya Mertasana; Pratolo Rahardjo
International Journal of Engineering and Emerging Technology Vol 4 No 2 (2019): July - December
Publisher : Doctorate Program of Engineering Science, Faculty of Engineering, Udayana University

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24843/IJEET.2019.v04.i02.p10

Abstract

Student motivation at class takes major role on achieving courses’ learning outcomes. Multimedia based content, game-based quiz, or self-assessment can maintain student interest to follow the learning process. Apart from the individual solution, working in group is one way to improve student motivation, however without proper arrangement, putting students in groups can degrade the competitive atmosphere of class, as less-smart students hang up to the more-smart students. Another alternative is implementing collaborative learning such as peer assessment that allows students to grade their fellows. However, objectivity between students must be concerned as students tend to give high-grade for their fellows. Combining group mode and peer assessment, this work proposed group peer assessment to improve student motivation on e-learning. Proposed method started by teacher open a group assignment on e-learning. Students then work on group to create solution. After the solutions are submitted, the extra-group peer assessment begins, where each group examines another group work. To maintain the objectivity of the peer assessment, final grade of each group obtained by combining grade from another group and grade from teacher. In the meantime, cooperation atmosphere in each group is maintained by intra-group peer assessment, where each member asses all his/her teammates in terms of intra-personal and inter-personal skills.
IT Governance Evaluation of Hotel Warehouse Section Using the COBIT 5 Framework I Wayan Surya Pramana; Putu Risanti Iswardani; Putu Arya Mertasana
International Journal of Engineering and Emerging Technology Vol 3 No 2 (2018): July - December
Publisher : Doctorate Program of Engineering Science, Faculty of Engineering, Udayana University

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Abstract

The warehouse section of a hotel requires good IT governance support to ensure operational activities in the warehouse run smoothly, especially in matters relating to IT Resource (Hardware, Software and Infrastructure). So that to ensure IT governance in the warehouse of a hotel has been running well or not, it is necessary to evaluate the IT governance. Based on that, the purpose of this research is to evaluate IT governance in the warehouse section of a hotel. Evaluation is carried out by an audit process to assess the maturity of IT governance through calculation of capability levels using the COBIT 5 framework on the Delivery, Service and Support (DSS) domains. The research was conducted in a case study at Mercure Bali Nusa Dua Hotel with the conclusion that the level of IT governance capabilities in the warehouse section at Mercure Bali Nusa Dua Hotel is at the level of Managed Process with capability level 2.5, which indicates that IT governance in the Mercure Bali Nusa Dua Hotel warehouse section has been well managed in terms of planning, supervision and control of IT services. Recommendations are given in accordance with the audit results with hope that the company can achieve the expected capability level by making improvements to IT processes that have the greatest capability gap
RANCANG BANGUN STORYTELLING GAME VISUAL NOVEL ALKITAB INJIL MATIUS Boy Aribana Depari; Duman Care Khrisne; Putu Arya Mertasana
Jurnal SPEKTRUM Vol 10 No 1 (2023): Jurnal SPEKTRUM
Publisher : Program Studi Teknik Elektro UNUD

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24843/SPEKTRUM.2023.v10.i01.p6

Abstract

Bible is a Scripture that believed by Christians which used as foundation in religious life. Reading the Bible can be more enjoyable by combining text, images, and sound, namely by creating a visual novel game. This visual novel game can be made using Ren'py. By making this Visual Novel Game about the Bible, children can use games to learn about the Bible. The data in this study can be obtained through books, journals, and the internet which are related to the concepts and research methods being carried out. Later, the data used will be validated in advance by the religious leaders concerned so that they can provide support that the stories told in this study do not deviate from the original teachings. The secondary data used is in the form of reference images, illustrations, clip art, animation, video or audio for making visual novel games via the internet. The result of this research is a Storytelling-based Visual Novel Game, where the story is taken from the Gospel of Matthew. In black box testing, this visual novel game shows that all functionality works well. In system usability scale testing, this visual novel game is categorized as good because it has an average value of 75,625.