Aris Syaifuddin
Program Studi S1 Teknik Informatika STMIK PPKIA Pradnya Paramita Malang

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PERBANDINGAN METODE SIMPLE QUEUES DAN QUEUES TREE UNTUK OPTIMASI MANAJEMEN BANDWIDTH JARINGAN KOMPUTER DI STMIK PPKIA PRADNYA PARAMITA MALANG Syaifuddin, Aris; Yunus, Mahmud; Sundari, Retno
JURNAL TEKNOLOGI INFORMASI: Teori, Konsep, dan Implementasi JURNAL TEKNOLOGI INFORMASI: Teori, Konsep, dan Implementasi VOL. 4 NO. 2 TAHUN 2013
Publisher : JURNAL TEKNOLOGI INFORMASI: Teori, Konsep, dan Implementasi

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Abstract

This research resulted in a comparison between the Simple Queues method and Queues Tree using Mikrotik router that takes a case study in STMIK PPKIA PRADNYA PARAMITA MALANG has been tested to determine which method is the most optimal deal of bandwidth sharing on computer networks. After finding out where the most optimal method will be applied in STMIK PPKIA PRADNYA PARAMITA MALANG to maximize network performance and bandwidth sharing in place, the results of the study lead to the conclusion that it is the Simple Queues more optimal than the Queues Tree.The Internet use in massive resulting in reduced network performance with increasing network users. Way that can be taken to reduce the decrease in network performance is to perform bandwidth management. Bandwidth management is very important in setting the bandwidth allocation will be given to the user to avoid the seizure of bandwidth allocation on the network.The research method used is the Simple Queues and Queues Tree method. Both of these methods will be made to determine the results of a comparison with one of the methods Simple Queues and Queues Tree is quite optimal. Key words: Mikrotik, Simple Queues, Queues Tree, Bandwidth
The GAMIFICATION DEVELOPMENTS IN EDUCATION: PERKEMBANGAN GAMIFIKASI DI BIDANG PENDIDIKAN Aris Triwahyu Febriansah; Syaifuddin, Aris; Yerry Soepriyanto
Scholaria: Jurnal Pendidikan dan Kebudayaan Vol 14 No 2 (2024)
Publisher : Program Studi Pendidikan Guru Sekolah Dasar, Universitas Kristen Satya Wacana

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24246/j.js.2024.v14.i2.p177-186

Abstract

Gamification is an emerging trend in many sectors and is being adopted in many different contexts for a variety of purposes. Gamification has the potential to increase motivation, participation, and social influence among its users. In education, it has proven to be effective in increasing student interest in learning, as well as providing challenges that can improve the quality of learning materials. The incorporation of gamification elements in learning has been shown to positively impact learners by fostering motivation, engagement, skill development, and a sense of achievement, thereby enhancing the overall learning experience. This article aims to outline the growth of gamification implementation in Indonesia, both conceptually and empirically in education. It is important to map the application of gamification in Indonesia that is published in journals published in Indonesia. The method used in this research was the Systematic Literature Review, the data was obtained from the publication portal site gerba digital reference (Garuda) with the keyword of "gamification" during 2018-2022, and analyzed using the SLR method as described by Kitchenham and Charters. The findings of this study state that there has been an increase in the use of gamification during the Covid-19 pandemic. Higher education is the level of education that uses the most gamification approaches in learning activities. Points and leaderboards are the most widely used elements to motivate and increase learner engagement. Gamification is proven to make the learning environment more interactive.