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Pembelajaran Digital Menggunakan Google Classroom Bagi Guru PAUD Dabin I Semarang Guruh Aryotejo; Eko Adi Sarwoko; Dinar Mutiara Kusumo Nugraheni; Edy Suharto; Rismiyati Rismiyati
JPKMI (Jurnal Pengabdian Kepada Masyarakat Indonesia) Vol 4, No 2: Mei (2023)
Publisher : ICSE (Institute of Computer Science and Engineering)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36596/jpkmi.v4i2.584

Abstract

Abstrak: Pandemi Covid-19 saat ini sedang berlangsung di seluruh dunia termasuk di Indonesia. Pendidikan melalui daring atau online di Indonesia, dari PAUD sampai perguruan tinggi, sudah mulai dilakukan pada Bulan Maret 2020. PAUD di Kota Semarang saat ini berkembang dengan cepat dari berbagai skala. Implementasi Teknologi Informasi di bidang pendidikan melalui daring adalah dengan menggunakan media sosial atau Learning Management System (LMS). Whatsapp adalah salah satu media sosial yang sering digunakan dalam pendidikan melalui daring. Penggunaan Whatsapp memunculkan beberapa masalah seperti file tugas tidak bisa diunduh oleh orang tua, terhapus secara tidak sengaja dari gadget guru dan ukuran file yang terlalu besar untuk gadget orang tua/siswa. Pengabdian kepada masyarakat ini akan dilakukan penyuluhan kepada guru PAUD DABIN I tentang penggunaan Google Classroom sebagai LMS untuk menciptakan proses pembelajaran luring yang tidak monoton dan mengurangi permasalahan-permasalahan yang ada selama menggunakan aplikasi Whatsapp.Abstract: The Covid-19 pandemic is currently taking place all over the world, including Indonesia. Education through online or online in Indonesia, from PAUD to tertiary institutions, has begun in March 2020. PAUD in Semarang City is currently growing rapidly from various scales. The implementation of Information Technology in the field of education through online is by using social media or the Learning Management System. Whatsapp is one of the social media that is often used in online education. The use of Whatsapp raises several problems such as the assignment file cannot be downloaded by the parents, accidentally deleted from the teacher's gadget and the file size is too large for the parent/student gadget. Community service at this time will be counseling to PAUD DABIN I teachers about using Google Classroom as an LMS to create an offline learning process that is not monotonous and reduces the problems that exist while using the Whatsapp application.
Fragile watermarking for image authentication using dyadic walsh ordering Prajanto Wahyu Adi; Adi Wibowo; Guruh Aryotejo; Ferda Ernawan
International Journal of Advances in Intelligent Informatics Vol 9, No 3 (2023): November 2023
Publisher : Universitas Ahmad Dahlan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.26555/ijain.v9i3.1017

Abstract

A digital image is subjected to the most manipulation. This is driven by the easy manipulating process through image editing software which is growing rapidly. These problems can be solved through the watermarking model as an active authentication system for the image. One of the most popular methods is Singular Value Decomposition (SVD) which has good imperceptibility and detection capabilities. Nevertheless, SVD has high complexity and can only utilize one singular matrix S, and ignore two orthogonal matrices. This paper proposes the use of the Walsh matrix with dyadic ordering to generate a new S matrix without the orthogonal matrices. The experimental results showed that the proposed method was able to reduce computational time by 22% and 13% compared to the SVD-based method and similar methods based on the Hadamard matrix respectively. This research can be used as a reference to speed up the computing time of the watermarking methods without compromising the level of imperceptibility and authentication.
Analysis of the Correlation Between Playtime, Design, and Game Mechanics to Positive Reviews on the Fighting Games Genre using Large Language Models Vicoriza Vicoriza; Guruh Aryotejo; Aris Puji Widodo
Jurnal Masyarakat Informatika Vol 16, No 1 (2025): May 2025
Publisher : Department of Informatics, Universitas Diponegoro

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.14710/jmasif.16.1.72576

Abstract

The video game  industry is experiencing rapid growth, with the fighting game  genre remaining a favorite due to its tactical challenges and deep mechanics. This study explored the relationship between playtime, game design, and game mechanics to positive reviews from players, using Large Language Models (LLMs) for sentiment and emotion analysis. The data was collected from more than 200,000 Steam user reviews on 12  popular fighting games. The results show that the correlation between playtime and positive reviews tends to be weak, although in some titles, longer playing duration is associated with better sentiment. In terms of game design, players prefer games with fantasy settings  (92.34%), 2D graphics (94.21%), and anime visual style  (95.12%), which significantly drives positive reviews. In the mechanical aspects of the game, features such as multiple meters (93.11%), advanced blocking (93.56%), and wall boundaries (91.72%) get higher satisfaction, suggesting that the complexity and variety of mechanics can increase player engagement. LLM-based sentiment analysis  also reveals that technical factors play an important role in player perception. The most common complaints in negative reviews relate to lag, character balancing, and additional content quality (DLC).