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Artificial Intelligence Influence In Education 4.0 To Architecture Cloud Based E-Learning System Purwono Hendradi; Mohd Khanapi Abd Ghani; S.N Mahfuzah; Uky Yudatama; N Agung Prabowo; R Arri Widyanto
International Journal of Artificial Intelligence Research Vol 4, No 1 (2020): June
Publisher : Universitas Dharma Wacana

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (279.781 KB) | DOI: 10.29099/ijair.v4i1.109

Abstract

Business Application Layer in the Architecture of E-learning cloud is an important part, because it is the part that differentiates it from the application of cloud in other fields. The development of education today recognizes the term Education 4.0 which is an adaptation of the Industrial era 4.0 where in this era the role of Artificial Intelligent is important. In this paper the author will review a part of the cloud-based architecture of E-Learning which will correspond with Education 4.0. The aim will be to produce a Cloud-Based E-learning system Architecture design that can be used as a guideline in the direction of Education 4.0.
RPG-Based Educational Game for Personal Data Security Awareness in Elementary School Students: A Design and Usability Study Muhamad Rizal Fahlefi; Uky Yudatama; Dimas Sasongko; Nuryanto Nuryanto; Setiya Nugroho; Purwono Hendradi
Journal of Information Technology and Cyber Security Vol. 4 No. 1 (2026): January
Publisher : Department of Information Systems and Technology, Faculty of Intelligent Electrical and Informatics Technology, Universitas 17 Agustus 1945 Surabaya

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30996/jitcs.133044

Abstract

As more and more elementary school-aged children use the internet, they are more likely to be exposed to cybersecurity threats, especially when it comes to keeping their personal information safe. Various educational media have been developed to introduce cybersecurity concepts to children, but most remain passive and do not engage children in simulated real-life digital risk situations. This research addresses this gap by proposing an RPG-based educational game that integrates personal data security concepts into gameplay missions tailored to the cognitive characteristics of children aged 10–12. The goal of this study was to create and assess an educational game that could serve as a substitute learning tool for personal data security. The game was developed using the Game Development Life Cycle framework and implemented using RPG Maker MV. Usability testing involved 20 elementary school students and was carried out through direct observation of 13 game scenes. The success rate indicates the number of students who were able to complete each scene independently. The test results showed that the beginning and end of the game had low success rates, indicating issues with text readability, navigation clarity, and reflective elements. The results showed that iterative improvements in the beta phase improved interface clarity and the gameplay experience. The findings in this study indicate that usability-based improvements have an important role in the design of educational games for children, and RPG-based educational games have the potential to be interactive and contextual personal data security education media.
MENINGKATKAN KEAMANAN TERHADAP SQL INJECTION STUDI KASUS SISTEM KEPEGAWAIAN BNN Rachmawati Yulia Andarini; Purwono Hendradi; Setiya Nugroho
Indonesian Journal of Business Intelligence (IJUBI) Vol 6 No 1 (2023): Indonesian Journal of Business Intelligence (IJUBI)
Publisher : Universitas Alma Ata

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21927/ijubi.v6i1.3161

Abstract

AbstrakDi era perkembangan digitalisasi yang sangat pesat ini, SQL injection merupakan sebuah bahasa pemrograman seperti PHP atau Perl mengakses database melalui SQL query atau xampp. Penetration Testing merupakan salah satu metode untuk menguji kelengkapan, keterpaduan, operasional dan dasar dunia komputer yang terdiri dari perangkat keras, perangkat lunak dan manusia. Badan Narkotika Nasional Kabupaten Magelang telah mengembangkan website untuk absensi non pegawai negeri/polri secara lokal. Manfaat website bagi pegawai non pns/polri adalah dapat mengurangi human error dan meningkatkan efektivitas kerja. Aplikasi Sistem Informasi Manajemen Kepegawaian ASN(SiMPaN) dapat diakses oleh semua pegawai sehingga tidak menutup kemungkinan terjadi berbagai serangan yang dilakukan oleh cracker, sedangkan data dan informasi di dalamnya bersifat sensitif karena berhubungan dengan data pribadi dan berkas pelaporan bulanan pegawai. Penelitian ini dibuat untuk membuat keamanan pada Sistem Informasi Manajemen Kepegawaian BNNK Magelang(SiMPaN). Hasil perbandingan penambahan SSL dan menambahkan kode captcha. Keduanya dapat digunakan untuk meminimalisir terjadinya penembusan pada bagian login dengan fungsi masing-masing.