Fariz Ramlan
Universitas Negeri Makassar

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EFEKTIVITAS PENERAPAN METODE GAMIFICATION BERBASIS ONLINE TERHADAP PENCAPAIAN KOMPETENSI PADA MAHASISWA UNIVERSITAS NEGERI MAKASSAR Wahyu Hidayat M; Ali Mirza Najafi; Fariz Ramlan; Febrianti Tandi Ra’pak; Muhammad Alif Leo; Fadhlirrahman Baso
Jurnal Pendidikan Terapan Vol 1, No 1 January (2023)
Publisher : Sakura Digital Nusantara

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (365.756 KB) | DOI: 10.61255/jupiter.v1i1.2

Abstract

Gamification is the application of game elements into applications to increase student motivation, interest and involvement in accessing and using applications. The development of the internet in the learning aspect has great potential to create a change in a more modern learning system that is in line with the digitalization that is currently occurring along with current technological developments.  The internet has characteristics as a learning medium, namely as an interactive learning medium, thus enabling synchronous and asynchronous communication between educators and students.  This study applies a quantitative research method with a survey approach.  Data analysis in this study used descriptive analysis method because the data obtained was in the form of numbers so it was necessary to use an approach to be able to process the statistical or mathematical data obtained.  The advantage of this method is that the conclusions obtained are more measurable and comprehensive.  The application of the gamification method in the online learning process has quite a big impact on competency achievement and the development of knowledge and skills in Makassar State University students
Mama Loundry: Optimizing Mobile Based Administration Processes for Laundry Businesses Fadhlirrahman Baso; Fariz Ramlan; Tessa` Labennu; Indah Febriyani Asril; Hartini Ramli
Journal of Embedded Systems, Security and Intelligent Systems Vol 4, No 2 (2023): November 2023
Publisher : Program Studi Teknik Komputer

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.59562/jessi.v4i2.1165

Abstract

The laundry application is a mobile application that acts as a service provider resource to its customers. This application is a mobile application and therefore it was developed to facilitate the handling of user problems that are often faced by system administrators, such as: facilitating administrative processes via a smartphone without using a computer because we know that computers are relatively very expensive and consume a lot of electricity. This application is equipped with functions such as order management, customer management and order history. The method used is the SDLC model prototyping method used to quickly gather specific information about user information requirements. Keywords: laundry, app, mobile, android studio, java