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Analysis of Entrance Test Results Effect on Student's Performance using Multiple Linear Regression Gultom, Dito William Hamonangan; Supianto, Ahmad Afif; Bachtiar, Fitra Abdurrachman; Krisnandi, Dikdik; Kusumo, R. Budiarianto Suryo; Heryana, Ana
Journal of Information Technology and Computer Science Vol. 9 No. 3: December 2024
Publisher : Faculty of Computer Science (FILKOM) Brawijaya University

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.25126/jitecs.93343

Abstract

The entrance selection test is the starting gate to find out the ability of prospective students. Student performance, measured by the Academic Achievement Index and the length of study, are two factors that measure the quality of a department or faculty. Therefore, it is necessary to analyze the effect of the entrance test results on student performance. The Faculty of Computer Science at Brawijaya University has various types of tests that prospective students must take in order to be accepted into the Computer Science Master's Program. Broadly speaking, these types of tests consist of Interview Tests, Academic Potential Tests, TOEFL Tests, Field Ability Tests, Psychological Tests, and S1 GPA. Regression analysis using the Multiple Linear Regression method is applied in the first 4 semesters of lectures. Tests conducted on the regression model resulted in a Mean Square Error value of 0.0321 in the first semester, 0.0273 in the second semester, 0.015 in the third semester, and 0.031 in the fourth semester, and 1.5301 for the graduation semester. While the K- Fold Cross Validation score resulted in a score of -0.044 in the 1st semester, 0.2838 in the second semester, 0.9037 in the third semester, and 0.9011 in the fourth semester, and -0.2786 in the graduation semester. In addition, dashboard visualization gets an average score of 68.33, which means it can be accepted and can be used by the Academic Team for the Master's Program in Computer Science at Brawijaya University.
Web-based Application for Visual Representation of Learners' Problem-Posing Learning Pattern Supianto, Ahmad Afif; Wicaksono, Satrio Agung; Bachtiar, Fitra A.; Herlambang, Admaja Dwi; Hayashi, Yusuke; Hirashima, Tsukasa
Journal of Information Technology and Computer Science Vol. 4 No. 1: June 2019
Publisher : Faculty of Computer Science (FILKOM) Brawijaya University

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (2597.194 KB) | DOI: 10.25126/jitecs.20194172

Abstract

Students’ learning process analysis normally involves massive amount of data. This study explores the pattern and relationship of students’ learning process data in an interactive learning media to identify their learning process patterns to ease the needs of sophisticated data analysis for class instructors and educational researchers. This study focuses on the development of a web-based software application that creates a visual representation of students’ learning process in a learning media. The result of this software is a visualization of students’ activity sequence. This result is then used to infer students’ learning patterns as well as identifying their learning behavior and to create a better feedback via the learning instructors. As a case study, this research uses the data log of Monsakun, a digital learning environment that focuses on the subject of mathematic for grade school students on the topic of arithmetic using story-based question and problem-posing approach. Investigation result shows four distinct learning activity patterns which are: smart pattern, adventure pattern, peer pattern and cyclic pattern. Each pattern requires different feedback to optimize learning progression, by using this web-based application, appropriate feedback to specific learning pattern is then applied to each student based on its learning activity pattern.
TOLSYASUPI-EduMed: Development of Educational Media Using the Problem-Posing Learning Model for Basic Programming Subjects Syahidi, Aulia Akhrian; Tolle, Herman; Supianto, Ahmad Afif; Hirashima, Tsukasa
Journal of Information Technology and Computer Science Vol. 4 No. 2: September 2019
Publisher : Faculty of Computer Science (FILKOM) Brawijaya University

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (9361.069 KB) | DOI: 10.25126/jitecs.201942106

Abstract

The importance of expertise in the field of programming today makesVocational High Schools as early as a possible incorporate curriculum that canlearn skills in programming, which is then called basic programming subjects.These subjects are the initial foundation, to study other productive subjects thatmust be studied by students in the field of ICT expertise. However, in reality,students tend to dislike these subjects because they feel difficulties inunderstanding and learning them. Therefore, we try to present a solution toovercome this problem by developing basic programming educational media,especially in the material of branching control structures by embedding thesyntax of problem-posing learning models in the type of open-posing into theinteraction flow. This educational media is called TOLSYASUPI-EduMed. Theresearch and development method (R&D) was used as the main method in thisstudy. The model for system development uses ADDIE by adapting the R&Dmethod. A/B testing methods are used to validate the initial selection ofeducational media design. The form of design until the development stage isvalidated by media and material experts as much as 3 iterations, to ensure thatthe educational media can look for effects on the effectiveness of learning. Atotal of 36 students were involved in the use of this educational media.Evaluation of the use of educational media to determine aspects of satisfactionand usability using the Computer System Usability Questionnaire (CSUQ)method. The results of the study stated that 90.9% of experts agreed that VeryStrong to choose design B to continue at the advanced design, development,and implementation stages. The results of the validation of media and materialexperts state that it is feasible to use. Based on functional requirementsspecifications, all features function properly, and non-functionally 94.49% withpredicates Very Strong that end-users (students) are satisfied and feel theusefulness of this TOLSYASUPI-EduMed.
Classification Tuberculosis DNA using LDA-SVM Anshori, Mochammad; Mahmudy, Wayan Firdaus; Supianto, Ahmad Afif
Journal of Information Technology and Computer Science Vol. 4 No. 3: Desember 2019
Publisher : Faculty of Computer Science (FILKOM) Brawijaya University

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (2061.76 KB) | DOI: 10.25126/jitecs.201943113

Abstract

Tuberculosis is a disease caused by the mycobacterium tuberculosis virus. Tuberculosis is very dangerous and it is included in the top 10 causes of the death in the world. In its detection, errors often occur because it is similar to other diffuse lungs. The challenge is how to better detect using DNA sequence data from mycobacterium tuberculosis. Therefore, preprocessing data is necessary. Preprocessing method is used for feature extraction, it is k-Mer which is then processed again with TF-IDF. The use of dimensional reduction is needed because the data is very large. The used method is LDA. The overall result of this study is the best k value is k = 4 based on the experiment. With performance evaluation accuracy = 0.927, precision = 0.930, recall = 0.927, F score = 0.924, and MCC = 0.875 which obtained from extraction using TF-IDF and dimension reduction using LDA.
A literature review of Empirical Evidence on Procedural Content Generation in Game-Related Implementation Hafis, Muhammad; Tolle, Herman; Supianto, Ahmad Afif
Journal of Information Technology and Computer Science Vol. 4 No. 3: Desember 2019
Publisher : Faculty of Computer Science (FILKOM) Brawijaya University

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (1153.303 KB) | DOI: 10.25126/jitecs.201943134

Abstract

Procedural Content Generation (PCG) is an emerging field of study in computer science that focuses on automating the process of generating content by using algorithm, making the content generation process with less human effort. However, a more specific empirical evidence on how it is being used in a game-related implementation are still lacking. This paper presents the findings of review performed in the past 5 years looking on how PCG are being applied in game-related content, whether it is from the basic paper characteristic to analyze the trends, the field of PCG itself, and the game domain of game model and game genre. The studies had shown that PCG are being used extensively in game-related content but has seen more uses on specific type of contents rather than being used ubiquitously in all sorts of contents. The result shown that there are not specific best type of PCG method or algorithm being used instead an array of approach can be used based on what content being created. Result also shown that PCG are being used in multiple type of games, but similarly, based on the paper found, only certain types of game benefits PCG extensively such as action and platforming games while other model and genre of games have not seen much PCG application yet. Further studies are also required to analyze how experimentation and evaluation of PCG are being done as well as PCG domain in educational games as well as game-based learning, the quality catachrestic being analyzed on the papers are also worth mentioning to understand the underlying result of PCG usage in game-related contents.
The Development of Augmented Reality Educational Media Using Think-Pair-Share Learning Model For Studying Buginese Language Hasbi, Muhammad; Tolle, Herman; Supianto, Ahmad Afif
Journal of Information Technology and Computer Science Vol. 5 No. 1: April 2020
Publisher : Faculty of Computer Science (FILKOM) Brawijaya University

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (1701.879 KB) | DOI: 10.25126/jitecs.202051150

Abstract

Language is a tool used for communication. Indonesia has a variety of languages, one of which is the Buginese language. As a language whose level of speakers exceeds five million, the popularity of this language begins to fade and is rarely used over the times. The Buginese language has its own letter called Lontara which consists of 23 letters. In addition to learning it difficult, educational media to learn this language, especially how to write letters is rarely developed. Learning this language is mandatory for formal school students ranging from elementary school to high school. However, a number of teachers noticed that Lontara writing lessons were very difficult for students to understand. Because of the difficulty level of writing, this research was conducted to answer and overcome these problems by developing an educational media called Lontara Augmented Reality. The research and development method (RnD) was utilized as the method in this study and it collaborates with ASSURE as the media development model. ASSURE model is used in the media design process. This media has an embedded learning model which called think-pair-share. The presence of this learninf model aims to enhance user skill in learning due to it provides learning with pair features. Educational media design has been validated by four media experts and four content materials validators. In the first iteration of validation, the average value of 3.90 was obtained with an average total score of 206.5 and a total percentage of around 78% (good category). After media being revised, an increase of 11% from the former iteration became 89% with 4.45 in average and total score of 235.75 (very good category). Furthermore, expert material content obtained an average value of 4.74 with a total average score of 99.5. with the percentage of the feasibility of the media reaching 95%. The percentage of usability testing results shows a great result with 96.91% in average and functionality tests around 100% which means that all of these functions this educational media application can work properly. in addition, performance testing and compatibility results show a normal activities. Memory and CPU usage are in normal conditions and not disturbing the applicaton performance. Lontara Augmented reality compatible in many android smartphones. Around 15 types of devices have been installed and it can run normally in these devices.
Augmented Reality Application to Efficiency the Process of Making Batik Motifs Using Vertex Marker Kusuma, Wahyu Teja; Tolle, Herman; Supianto, Ahmad Afif
Journal of Information Technology and Computer Science Vol. 4 No. 3: Desember 2019
Publisher : Faculty of Computer Science (FILKOM) Brawijaya University

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (699.586 KB) | DOI: 10.25126/jitecs.201943154

Abstract

From the total time of making traditional Batik, the batik stage is the most time consuming because there are a lot of mistakes due to lack of carefulness when making batik motifs on cloth. To overcome the problem of making Batik motifs, this research utilizes the strengths and capabilities of Marker-Based Augmented Reality technology. The development of Marker-Based Augmented Reality applications is done by replacing digital objects with Batik motif images and markers attached to the fabric. Development of Marker-Based Augmented Reality applications using vertex markers to reproduce Batik motif objects in order to overcome the limitations of the reach of hands when making Batik motifs on fabric Finally, by using Marker-Based Augmented Reality applications batik makers do not need to draw Batik motifs in pencil on fabric because of Batik motifs directly displayed on the fabric surface by the application, so that it is expected to reduce the process time of making Batik motifs compared to making Batik motifs using traditional methods.
Nearest Centroid Classifier with Outlier Removal for Classification Bawono, Aditya Hari; Bahtiar, Fitra Abdurrahman; Supianto, Ahmad Afif
Journal of Information Technology and Computer Science Vol. 5 No. 1: April 2020
Publisher : Faculty of Computer Science (FILKOM) Brawijaya University

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (1055.247 KB) | DOI: 10.25126/jitecs.202051162

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Classification method is misled by outlier. However, there are few research of classification with outlier removal, especially for Nearest Centroid Classifier Method. The proposed methodology consists of two stages. First, preprocess the data with outlier removal, removes points which are far from the corresponding centroid. Second, classify the outlier removed data. The experiment covers six data sets which have different characteristic. The results indicate that outlier removal as preprocessing method provide better result for improving Nearest Centroid Classifier performance on most data set.
Sentiment Anlysis On Customer Reviews Using Support Vector Machine and Usability Scoring Using System Usability Scale Azpiranda, Novira; Supianto, Ahmad Afif; Setiawan, Nanang Yudi; Suryawati, Endang; Yuwana, R. Sandra; Febriandirza, Arafat
Journal of Information Technology and Computer Science Vol. 6 No. 3: December 2021
Publisher : Faculty of Computer Science (FILKOM) Brawijaya University

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.25126/jitecs.202163330

Abstract

Al-Ghiff Steak is a restaurant located in Cirebon City that offers quality steaks at affordable prices. For maintaining a competitive Al-Ghiff Steak advantage and reputation, it is important to build a good relationship with customers and have a business strategy that considers customer opinions. However, in its implementation, Al-Ghiff Steak has difficulty when collecting and processing customer review data manually. Therefore, it is necessary to conduct sentiment analysis by utilizing Google Reviews to determine customer perspectives regarding Al-Ghiff Steak products and services. This analysis was conducted on 968 Google Review reviews from 2016 to 2020 using the Support Vector Machine (SVM) and Term Frequency-Inverse Document Frequency (TF-IDF) methods. Classification testing is done with a confusion matrix against four parameters: accuracy, precision, recall, and f1-score. SVM with TF-IDF gets accuracy value 83%, precision 64%, recall 60% and f1-score 59%. The sentiment classification result is then visualized in the form of a dashboard. We utilize the System Usability Scale (SUS) for usability testing, which produces a value of 77.5. This result achieve the Acceptable category and an Excellent rating.
Implementasi Teknik Watershed Dan Morfologi Pada Citra Satelit Untuk Segmentasi Area Universitas Brawijaya ., Sutrisno; Supianto, Ahmad Afif; Cholissodin, Imam
Jurnal Teknologi Informasi dan Ilmu Komputer Vol 1 No 1: April 2014
Publisher : Fakultas Ilmu Komputer, Universitas Brawijaya

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (2057.225 KB) | DOI: 10.25126/jtiik.20141198

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AbstrakPenelitian di bidang segmentasi citra telah banyak dilakukan, terutama di bidang citra satelit. Proses segmentasi ini dilakukan untuk melakukan deteksi terhadap objek-objek yang terdapat di dalam citra. Pada penelitian ini, diimplementasikan sebuah metode segmentasi citra dengan menggunakan teknik watershed dan morfologi. Pertama, citra diubah ke dalam format citra grayscale.Kemudian, citra grayscale tersebut diolah dengan metode watershed untuk mendapatkan segmentasi awal. Selanjutnya, citra segmentasi tersebut diperbaiki menggunakan metode morfologi untuk mengurangi segmentasi berlebih yang dihasilkan oleh proses sebelumnya. Uji coba dilakukan terhadap 5dataset citra satelitarea Universitas Brawijaya dengan tingkat skala yang berbeda-beda. Skala yang digunakan dalam penelitian ini meliputi 20m, 50m, 100m, 200m, dan 500m. Uji coba menunjukkan bahwa metode yang diusulkan berhasil melakukan segmentasi citra dengan skala kurang dari 100 meter.Semakin rendah nilai skala yang digunakan sebagai uji coba, segmentasi yang dihasilkan semakin baik.Kata kunci: Watershed, Morfologi Citra, Citra SatelitAbstractResearch in the field of image segmentation has been widely applied , especially in the field of satellite imagery. The segmentation process is performed to detect the objects present in the image. In this study, implemented a method of image segmentation using watershed and morphological techniques. First, the image is converted into grayscale format. Then the grayscale image is processed by the watershed method to get initial segmentation. Furthermore, the improved image segmentation using morphological methods to reduce the excessive segmentation generated by the previous process. Tests performed on 5 satellite imagery dataset UB area with levels varying scales. The scale used in this study include the 20 meters , 50 meters, 100 meters, 200 meters, and 500 meters. The trials showed that the proposed method successfully to segment the image with the scale of less than 100 meters . The lower the scale value is used as a test , the better the resulting segmentation .Keywords: Watershed, Morphological Image, Satellite Imagery