Widhi Yahya
University of Brawijaya and National Central University

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Journal : Journal of Information Technology and Computer Science

Information and Data Distribution System for Rural Areas of Indonesia Amron, Kasyful; Basuki, Achmad; Pramukantoro, Eko Sakti; Yahya, Widhi
Journal of Information Technology and Computer Science Vol. 1 No. 1: June 2016
Publisher : Faculty of Computer Science (FILKOM) Brawijaya University

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (861.297 KB) | DOI: 10.25126/jitecs.2016115

Abstract

Abstract. Internet becomes critical infrastructure in the distribution of information. The information is used for decision making and ensure the success of human activities. However, the distribution of information in rural Indonesia is inconvenient, because the digital communication infrastructure (internet) doesn’t cover all areas in Indonesia. This problem causes the digital divide in Indonesia. This study proposes communications infrastructure and data transfer mechanism or media sharing that can be applied to a variety of rural areas conditions in Indonesia, which has limited communications infrastructure. The approach is to build low power digital carrier devices in the form of minicomputer and utilize Delay or Disruptions Tolerant Network (DTN) architecture. Testing results in the digital carrier node show that the data is successfully delivered. Keywords: Rural Area, Mini-PC, Delay Tolerant Network
Belajardisini : The E-learning Framework Based on Gamification Concept Pramukantoro, Eko Sakti; Yahya, Widhi
Journal of Information Technology and Computer Science Vol. 1 No. 1: June 2016
Publisher : Faculty of Computer Science (FILKOM) Brawijaya University

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (369.477 KB) | DOI: 10.25126/jitecs.2016116

Abstract

Abstract. The lack of motivation and student engagement in the learning process are the Challenges in education today. E-learning is one of the methods used to resolve these issues.The E-learning, the digital based learning media, enable students to study every where and every time. Basically the e-learning is only used for repository of teaching materials and for evaluation. This kind of e-learning cannot motivate  the learning process. The development of e-learning must be done in order to increase the motivation to learn. The proposed solution extends the e-learning application with the Gamification approach. Gamification is adopted mechanism of the game in non game context. Typically, gamification is used in the business world. The Leaderboard, Challenges, and reward are components that are used to stimulate products sales by marketing. The reward will be given to the top rank salesman on the Leaderboard. This interesting concept can be applied to e-learning to stimulate the learning motivation