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SISTEM INFORMASI PROFIL MAHASISWA PADA PENILAIAN PENGUJI PESSTA+ DI PERGURUAN TINGGI Hani Dewi Ariessanti; Aris Martono; Danang Suprayogi
Journal Cerita: Creative Education of Research in Information Technology and Artificial Informatics Vol 5 No 1 (2019): JOURNAL CERITA
Publisher : UNIVERSITAS RAHARJA

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (441.107 KB) | DOI: 10.33050/cerita.v5i1.231

Abstract

Submission of information is an important thing in a system. A good system that is able to communicate to its users by conveying information correctly and clearly. In the examiner rating system found in Raharja College before the system still did not provide information about theprofile of the Thesis and Final Project students. Submitting the lack of information is felt to make the previously running system unable to communicate to its users. Therefore it is necessary to develop a student profile information system so that it can communicate to its usersclearly. After the examiner assessment system that has been developed becomes online, the student profile information system is also developed online by adding some information that can make the system more communicating to its users. Research to develop a student profile information system on the assessment of trial examiners using observational research methods, interviews and literature studies. The researcher made observations by looking at the shortcomings of the system, then conducting interviews with stakeholders, then the researchers sought similar research in order to solve the problems that had been obtained. It is expected that after being applied to the Testing Assessment system, the delivery of information regarding the profile of the Thesis trial and Final Project students can be better and clearer. Because information about student profiles is very important for examiners in providing trial scores to Thesis and Final Project students.
PENGARUH GAMIFIKASI PADA IDU (ILEARNING EDUCATION) DALAM MENINGKATKAN MOTIVASI BELAJAR MAHASISWA Untung Rahardja; Qurotul Aini; Hani Dewi Ariessanti; Alfiah Khoirunisa
NJCA (Nusantara Journal of Computers and Its Applications) Vol 3, No 2 (2018): Desember 2018
Publisher : Computer Society of Nahdlatul Ulama (CSNU) Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36564/njca.v3i2.85

Abstract

All fields have been supported by technology, especially in the world of education in the teaching and learning process to determine the quality of university graduates. In the world of education, Raharja College has implemented iLearning learning methods to achieve learning goals. Students are given learning experiences using the iLearning method which is a learning process using the Ten iLearning IT Pillars (TPI) media. However, iLearning learning is considered to be ineffective where many students do not communicate with lecturers as well as lack of information about lectures. Therefore, a new learning method is made for the teaching and learning process to be more effective and can be developed, the presence of gamification in online learning is to encourage students to be more enthusiastic as well as an alternative in organizing and conditioning learning situations to be more exciting and not monotonous, so that it can be fun and build character for students in participating in online lectures, the presence of a leaderboard in the form of a level of student activity is also useful to find out how active students are in working on assignments and understanding the lecture material provided by the lecturer.