Articles
Perancangan Decision Support System Penilaian Kinerja Dosen Berdasarkan Penilaian Prestasi Kerja Pegawai dan Beban Kinerja Dosen
Ramadhan, Rizal Furqan;
Tolle, Herman;
Muslim, Muhammad Aziz
MATICS Vol 8, No 2 (2016): MATICS
Publisher : Department of Informatics Engineering
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DOI: 10.18860/mat.v8i2.3555
The lecturer is one of the essentialcomponents in the Higher Education system. Performanceassessment of lecturer needs to be conducted to measurethe lecturer capability based on the Tri Darma’s HigherEducation concept. Related to the nowadays technologydevelopment, to conduct performance assessment oflecturer can use the Decision Support System based onseveral criteria as the assessment material. The providedcriteria in this paper seem to be the obtained criteria fromP2KP and BKD component. P2KP is performanceassessment of lecturer under the Badan KepegawaianNegara (BKN) supervision. Meanwhile BKD isperformance assessment of lecturer under the DIKTIsupervision. The lecturer criteria are taken from those twocomponents because the lecturers’ status cannot beseparated from the officer under BKN and educator underthe DIKTI support. It is expected that the criteria comingfrom both components integration will be able to produceperformance assessment of lecturer objectively. Themethod to proceed the assessment was Weighted Product(WP). The examined data of the lecturers were theBrawijaya University lecturers’ data. The finalexamination data was conducted by taking the datarandomly from 20 Brawijaya University lecturers. Thefinal output from this Decision Support System is thelecturers which are selected from three categories, whichare, less, normal, and good. It is expected that DecisionSupport System is able to categorize the standard eligiblelecturer (Normal/medium category), and the lecturersurpassing the standard (good category).
Educational Media Design for Learning Basic Programming in Branching Control Structure Material Using Problem-Posing Learning Model
Syahidi, Aulia Akhrian;
Tolle, Herman;
Supianto, Ahmad Afif;
Hirashima, Tsukasa
Kinetik: Game Technology, Information System, Computer Network, Computing, Electronics, and Control Vol 4, No 4, November 2019
Publisher : Universitas Muhammadiyah Malang
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DOI: 10.22219/kinetik.v4i4.803
Basic programming is one subject that tends to be difficult for students to learn. Along with the development of technology, several researchers have provided solutions to solve this problem, by developing educational games, educational media, interactive learning media, and other auxiliary media. However, on average they have not used or adhered to the syntax of various existing learning models. This study focuses on designing educational media that uses the problem-posing learning model to study the material of branching control structures in basic programming learning which is recommended as a learning medium for vocational high school students. Educational media named TOLSYASUPI-EduMed. We use the highest type of research and development (R&D), the level 4 that we adopted to be adapted into a number of steps that are in line with the needs of this research area. Observation techniques are used as a form of generative research which is a type of user experience research, to explore information before designing a product/application. The side that we highlight here is how the form of educational media design by following the syntax of the problem-posing learning model. Then do an A/B testing which is assessed by experts to choose the best design with results that are type B designs with a percentage of 90.9%. We also state the analysis of the functional aspects of educational media to strengthen the validity of this design idea.
Engfi Gate: An Indoor Guidance System using Marker-based Cyber-Physical Augmented-Reality
Hanas Subakti;
Herman Tolle;
Muhammad Aswin
International Journal of Electrical and Computer Engineering (IJECE) Vol 8, No 1: February 2018
Publisher : Institute of Advanced Engineering and Science
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DOI: 10.11591/ijece.v8i1.pp34-42
A guidance system is needed when freshmen explore their new building environment. With the advancements of mobile technologies, a guidance system using mobile computing devices such as mobile phones or tablets could aid freshmen in locating the desired destination with ease. The proposed system consists of three main subsystems: the marker-based cyber-physical interaction (CPI) system, the indoor positioning (IP) system, and the augmented-reality (AR) system. With the help of visible markers and invisible markers, the CPI system allows the users to do interactions between the physical and cyber environments; the IP system produces accurate user position information; the AR system provides the users with good user experiences. An Android application, named Engfi Gate, is developed to realize the system design in the test environment. This paper also shows the comparisons of the proposed system with other related systems. Furthermore, the design architecture of Engfi Gate system can be used in other location-based applications.
Augmented reality objects design in augmented story book mobile application for better engagement
Sherina Izzaty;
Herman Tolle;
Rizdania Dermawi;
Frihandhika Permana
International Journal of Electrical and Computer Engineering (IJECE) Vol 9, No 1: February 2019
Publisher : Institute of Advanced Engineering and Science
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DOI: 10.11591/ijece.v9i1.pp570-576
The folktale is a kind of story that has some good points, such as developing a sense of story and shaping up positive attitudes towards children. However, people seem to abandon those good points and often give the children smartphones instead of folktale through the conventional book. Recently, smartphones’ capabilities have rapidly improved, so that augmented reality (AR) story books which combine conventional book and smartphone can be developed. This research is conducted to examine which one from three provided models that work best for engagement in a folktale augmented book. Those designs will be discussed in both subjective and objective approach, correspondingly. The result from subjective approach is the animated video AR design becomes the most pleasing design. The picture and narrator’s voice AR design, by contrast, becomes the most efficient design based on objective approach.
Vertex markers: Modification of grid methods as markers to reproduce large size augmented reality objects to afford hands
Wahyu Teja Kusuma;
Ahmad Afif Supianto;
Herman Tolle
International Journal of Electrical and Computer Engineering (IJECE) Vol 10, No 1: February 2020
Publisher : Institute of Advanced Engineering and Science
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DOI: 10.11591/ijece.v10i1.pp1063-1069
The weakness of the research on developing Marker Based Augmented Reality applications found is using small digital content. Weakness is caused by the area of view of Augmented Reality cameras is limited by the placement of markers that are affordable to the user's hand. This study reproducing large digital objects by cutting large digital objects into many pieces. But to keep continuity accuracy between digital object pieces, this study aims to modify the grid method to become a vertex marker. Vertex marker is produced by removing the edge and using the vertex to place the marker. Vertex markers inherit the advantages of the Grid method. Therefore, vertex markers can be used to reproduce large digital objects accurately and can be reached by hand when displayed. The aim of this study is to measure the accuracy of the grid method that has been modified into a marker. The fundamental contributions and advantages of the vertex marker are innovations in the field of Marker Based Augmented Reality research.
Integrating fuzzy logic and genetic algorithm for upwelling prediction in Maninjau Lake
Muhammad Rofiq;
Yogie Susdyastama Putra;
Wayan Firdaus Mahmudy;
Herman Tolle;
Ida Wahyuni;
Philip Faster Eka Adipraja;
Hafrijal Syandri
TELKOMNIKA (Telecommunication Computing Electronics and Control) Vol 17, No 1: February 2019
Publisher : Universitas Ahmad Dahlan
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DOI: 10.12928/telkomnika.v17i1.11605
Upwelling is a natural phenomenon related with the increase in water mass that also occurs in Maninjau Lake, West Sumatra. The upwelling phenomenon resulted in considerable losses for freshwater fish farming because make mass mortalities of fish in farming using the method of floating net cages (karamba jaring apung/KJA). It takes a system that can predict the possibility of upwelling as an early warning to the community, especially fish farming to immediately prepare early anticipation of upwelling prevention. With historical water quality monitoring data at six sites in Maninjau Lake for 17 years, a prediction model can be made. There are three input criteria for Tsukamoto FIS that is water temperature, pH, and dissolve oxygen (DO). The model is built with fuzzy logic integration with the genetic algorithm to optimize the membership function boundaries of input and output criteria. After the optimization, hybrid Tsukamoto FIS and genetic algorithm successfully make a correct upwelling prediction on of 16 data with 94% accuracy.
Analisis Penerimaan Aplikasi Tracking Kuliner Halal oleh Wisatawan di Kabupaten Malang
Sucipto Sucipto;
Mas'ud Effendi;
Ahmad Rizal Affandi;
Herman Tolle;
Aryo Pinandito
Jurnal Sosioteknologi Vol. 18 No. 3 (2019)
Publisher : Fakultas Seni Rupa dan Desain ITB
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DOI: 10.5614/sostek.itbj.2019.18.3.4
Aplikasi tracking kuliner halal telah dikembangkan untuk melacak kuliner tersertifikasi halal di daerah kunjungan wisata. Aplikasi ini mengintegrasikan aplikasi Android dengan layanan Google maps dan Global Positioning System (GPS) untuk membantu wisatawan mengetahui lokasi kuliner tersertifikasi halal dengan peta navigasi dan informasi menu makanan yang disajikan. Sistem tracking ini masih dikembangakan di daerah terbatas. Sebelum penggunaan aplikasi ini diperluas perlu dievaluasi penerimaannya oleh masyarakat. Penelitian ini menggunakan metode TAM (Technology Acceptance Model), dimana faktor yang diteliti adalah kemanfaatan dan kemudahan untuk menggunakan aplikasi. Data diolah dengan metode Partial Least Square (PLS). Hasil pengujian aplikasi tracking kuliner halal menunjukkan persepsi kemudahan berpengaruh nyata terhadap kemanfaatan aplikasi. Persepsi manfaat dan persepsi kemudahan masing-masing berpengaruh nyata terhadap minat menggunakan aplikasi. Pengguna yakin bahwa aplikasi yang mudah digunakan dan memiliki manfaat akan menarik minat masyarakat untuk menggunakan. Minat menggunakan aplikasi berpengaruh nyata terhadap penggunaan nyata aplikasi ini. Nilai predictive relevance sebesar 0,885 berarti model dinilai baik untuk menggambarkan keadaan sebenarnya di lapang.
K-NEAREST NEIGHBOR UNTUK KLASIFIKASI PENILAIAN PADA VIRTUAL PATIENT CASE
Kunti Eliyen;
Herman Tolle;
Muhamad Aziz Muslim
Jurnal Arus Elektro Indonesia Vol 3 No 1 (2017)
Publisher : Fakultas Teknik, Universitas Jember
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DOI: 10.19184/jaei.v3i1.5363
Dalam pendidikan kedokteran ada berbagai macam ujian yang diterapkan. Salah satunya adalah ujian Objective Stucture Clinical Examinations (OSCE). OSCE adalah alat untuk menilai komponen kompetensi klinik seperti history taking, pemeriksaan fisik, procedural skill, ketrampilan komunikasi, interpretasi hasil laboratorium, manajemen dan lain-lain yang diuji menggunakan checklist yang telah disetujui dan mahasiswa akan mengikuti beberapa station. OSCE merupakan bagian dari penilaian yang bertujuan untuk menilai kompetensi dan ketrampilan klinis mahasiswa secara objektif dan terstruktur yang biasanya dilakukan pada tengah semester atau akhir semester pada mata kuliah tertentu. Pada penelitian ini akan dikembangkan sistem penilaian otomatis untuk ujian OSCE berdasarkan kasus pasien virtual yang dapat digunakan oleh mahasiswa sebagai self -assessment agar mahasiswa memiliki kesiapan dalam menghadapi ujian OSCE yang nyata. Pada penelitian ini sistem penilaian dilakukan dengan melakukan klasifikasi nilai untuk setiap jenis kategori pemeriksaan. Algoritma yang akan diimplementasikan untuk klasifikasi adalah K-Nearest Neighbor (KNN). Uji coba yang telah dilakukan menggunakan KNN didapat akurasi sebesar 89,8% dengan menggunakan data latih sebesar 135, data uji sebesar 84 data dan nilai k=3.
Review of Technique and Algorithm for Educational Data Mining: Trend and Challenge in Games Design
Ulfatun Nadifa;
Fitra Abdurracman Bachtiar;
Ahmad Afif Supianto;
Herman Tolle
Kinetik: Game Technology, Information System, Computer Network, Computing, Electronics, and Control Vol. 7, No. 1, February 2022
Publisher : Universitas Muhammadiyah Malang
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DOI: 10.22219/kinetik.v7i1.1349
This study reviews techniques and algorithm models often used in the analysis of educational data mining. The review in this study is based on previous studies to provide researchers knowledge about trends and challenges analysis Educational data mining in game design meaningful. However, there is a lot of games design developed without analysis Educational data mining which then will not answer the student problem. The analysis needed periodic data and developing the game required actual student conditions, this is a combination inseparable. Determine Research questions, Search Terms, and filtering for the selection and analysis of the article review. There are some student problems on analysis review, namely prediction student performance, student behavior, student at-riks, and student dropout. The number of Articles in the study was 33 with 21 Articles of research and 12 of Article review. The number of studies 8 with percent 38% used techniques Confusion matric with 33% percent used algorithms Decision Tree in 7 of studies. The section in this study consists of techniques evaluation, model selection, outcome, subject, and algorithm method. Which are recommended techniques and algorithms for analysis Educational data mining and in ideal game design to further research.
A Preliminary Study: Applying Problem-Posing Learning Models on Algorithm and Flowchart Materials in Basic Programming Class
Aulia Akhrian Syahidi;
Herman Tolle;
Ahmad Afif Supianto;
Tsukasa Hirashima
JKTP: Jurnal Kajian Teknologi Pendidikan Vol 3, No 2 (2020)
Publisher : Universitas Negeri Malang
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DOI: 10.17977/um038v3i22020p109
Abstract: We propose the applying of the problem-posing learning model to find out the activities and student learning outcomes in learning algorithm and flowchart material in the basic programming class. This research is a preliminary study that will be used to develop applications/systems/interactive media/games that will support the operation of the problem-posing learning model automatically in the upcoming basic programming class. The classroom action research method was used with the implementation of two cycles involving 38 students in the first semester of vocational high school. The process of applying the problem-posing learning model uses the pre-solution posing type, which requires that each student make a question of the situation that is held, where students are expected to be able to make questions related to questions previously made by the teacher, then exchange the questions to other students to solve them. The flow of making and solving questions is that students make the main case which then completes it in the form of algorithmic answers and also a flowchart assisted by the Raptor application. By applying the problem-posing learning model, it can be concluded that in cycle 1 and cycle 2 the achievement of learning activities and outcomes tends to be good. The success of this research can provide perspective and guidance for developing basic programming applications/systems/interactive media/games that will instill the problem-posing learning model in the interaction flow and can introduce students early on the problem-posing process.