Articles
The Effect Of Mobile Map With Geospatial Technologies On The Development Of Blind Disabilities’s Spatial Relational Thinking
Muhammad Erwin Amrullah Amrullah;
Fatwa Ramdani;
Herman Tolle
Journal of Information Technology and Computer Science Vol. 7 No. 1: April 2022
Publisher : Faculty of Computer Science (FILKOM) Brawijaya University
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DOI: 10.25126/jitecs.202271307
Orang tunanetra mungkin mengalami masalah saat berkunjung dari satu tempat ke tempat lain. Satu masalah umum yang mereka hadapi adalah mereka kesulitan membiasakan diri dengan tempat-tempat yang mereka kunjungi. Bagi masyarakat pada umumnya, masalah tersebut dapat diatasi dengan menggunakan peta. Kendati demikian, solusi penyandang tunanetra seperti itu mungkin bukan solusi terbaik karena peta yang bisa digunakan oleh tunanetra tersebut adalah peta taktil. Peta taktil memiliki banyak kekurangan, salah satunya adalah sulitnya mendapatkan update ketika terjadi perubahan pada area karena peta taktil belum terdigitalisasi untuk aplikasi mobile. Oleh karena itu, perlu dibuat peta berbasis aplikasi mobile untuk memudahkan penyandang tunanetra. Penelitian ini akan memfokuskan pada peta digital yang dapat diakses melalui aplikasi mobile dengan pendekatan Extreme Programming (XP) serta studi kasus yang dilakukan di Universitas Brawijaya. Peta digital yang dikembangkan nantinya akan diujicobakan kepada responden untuk diuji kelayakannya sehingga dapat membantu meningkatkan pemahaman spasial para penyandang tunanetra khususnya di wilayah Universitas Brawijaya. Lebih penting lagi, diharapkan dapat membantu para penyandang tunanetra di sekitar Universitas Brawijaya untuk membiasakan diri dengan lingkungan sekitarnya.
Geometrial: Development of Educational Digital Game for Combined Two-Dimensional Figure Learning
Ahmad Fairuzabadi;
Herman Tolle;
Fitra A Bachtiar;
Ahmad Afif Supianto
Journal of Information Technology and Computer Science Vol. 7 No. 1: April 2022
Publisher : Faculty of Computer Science (FILKOM) Brawijaya University
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DOI: 10.25126/jitecs.202271339
Mathematics is one of the subjects that is often considered difficult and boring for students. This is evidenced by the poor scores obtained by the students. One of the chapters that are considered difficult is the geometry chapter, especially on the topic of combined two-dimensional figures studied by students at the Vocational High School (SMK) level. Spatial skills are needed for students to be able to solve combined two-dimensional figures questions, which to learn will be very difficult without using assisted learning media. While the learning so far is still using the conventional learning approach which is considered boring for students. This is due to the absence of learning media that is fun and can be easily accessed by students. This study tries to present a solution to this problem in the form of a mobile-based educational digital game design that can be accessed by all students. This digital educational game is called Geometry. This study uses Research & Development (R&D) combined with the Agile-Extreme Programming method to develop this educational digital game. Tests were carried out using an expert validation approach to game prototypes. This study uses a questionnaire that adapts the Computer System Usability Questionnaire (CSUQ) to assess the usability aspect of the game system built. Meanwhile, to assess this game from the point of view of educational media, this study used an evaluation questionnaire of material experts and media experts. The development process occurs in 3 iterations of development which includes the ideation, conceptualization, and prototyping stages. The results obtained from the assessment of material experts are 88.9% in the aspect of material suitability, and 85.7% in the suitability aspect of learning evaluation. While the results of the assessment obtained from media experts were 77.1% on the software engineering aspect, 76.3% on the visual design aspect, 80% on the media design aspect, and 77.6% on the system usability aspect (CSUQ).
Educational Media Development using Guided Discovery Learning Approach in Chemical Element Subject
Renavitasari, Ivenulut Rizki Diaz;
Tolle, Herman;
Bachtiar, Fitra A.;
Supianto, Ahmad Afif
Journal of Information Technology and Computer Science Vol. 8 No. 2: August 2023
Publisher : Faculty of Computer Science (FILKOM) Brawijaya University
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DOI: 10.25126/jitecs.202382448
A chemical element is one of the materials in high school for chemistry subject. Students have difficulties in studying chemical elements due to ample theories that must be memorized. In addition, conventional learning models that tend to be one-way create boredom feeling towards students. The use of interactive educational media can be a solution to the learning process. This study tries to provide a solution by developing mobile-based educational media combined with guided discovery learning models to help the learning process of chemical elements in high school. The use of appropriate educational media can be used as an independent learning tool. This study uses Research & Development (R&D) combined with SAM Model to develop this educational media. Testing is using an expert validation approach for the prototype of educational media. This study adapted the Computer System Usability Questionnaire (CSUQ) to assess an aspect of the usability of educational media. To assess the content of the material in this educational media, this study uses an evaluation questionnaire from the subject matter and media experts. The development process is carried out in three iterations, namely the preparation stage, iterative stage, and iterative development stage. The results of this study show that the assessment of chemical elements in educational media has a score of 86.8% on its system usability according to media experts and a score of 90.5% on educational media content according to material experts. So, this educational media is feasible to be applied to high school students. Overall, this educational media got a good score on the pretest-posttest, where the effectiveness of using this educational media increased student learning outcomes with an N-Gain value of 80.62%.
Design of An Interactive Module for Historical Building Learning Using Board Game Puzzle Based On Multi-Marker Augmented Reality
Prasetyo aji, Pujo;
Tolle, Herman;
Sakti Pramukantoro, Eko
Journal of Information Technology and Computer Science Vol. 8 No. 2: August 2023
Publisher : Faculty of Computer Science (FILKOM) Brawijaya University
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DOI: 10.25126/jitecs.202382556
Augmented Reality (AR) technology is one of the new technologies that can display the virtual world into the real word. Augmented reality technology is widely applied into the educational field to help the learning process by representating an object in more realistic and detailed way. However, most of the implementations that carried out only using AR to show up an object from a single marker, even though there are still many ways on using AR functions to represent an information in more detailed and intersting ways. This study aims to develop a learning media to introduce histrorical building spesifically Indonesian Temple’s using multi-marker augmented reality. This study used ADDIE Model to develop suitable media for learning process. Based on the results of expert testing, the developed media obtained an avarage score 3,76 for media evaluation and 3,84 for material evaluation, which means the developed media was very feasible as a learning medium. Therefore, through this research we expect to provide a recommendation for AR application models using multi-marker AR method, futhermore the modules developed are intended to become information resource and learning material about historical building especially temples in Indonesia.
Design of Mobile Finger Communications Board for Stroke Patient Using The Five Planes of User Experience
Priana, Aan Jelli;
Tolle, Herman;
Aknuranda, Ismiarta;
Arisetijono, Eko
Journal of Information Technology and Computer Science Vol. 2 No. 2: November 2017
Publisher : Faculty of Computer Science (FILKOM) Brawijaya University
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DOI: 10.25126/jitecs.20172236
Stroke, in 2014 to mid-2015 is the first cause of death in Indonesia. The condition of stroke patients whose movements are limited is exacerbated by the psychic condition of patients who are unable to communicate pressure will cause obstacles to the healing process of the patient. This research is designed based on the five planes of user experience which are divided into five areas: strategy, scope, structure, skeleton, and surface. This communication board is operated using the patient's fingers so that it is comfortable for everyday activities. The result of Mobile Finger Communication Board implementation shows that application usability level seen from perception and ergonomic point of view shows satisfaction index of the user at the satisfactory level so that it can be said that the system works with the satisfactory result of the users. It is expected that with the Mobile Finger Communication Board which will be used daily to support the healing process of stroke so that the healing rate of stroke is increasing.
Personality Analysis through Handwriting Detection Using Android Based Mobile Device
Wijaya, Waskitha;
Tolle, Herman;
Utaminingrum3, Fitri
Journal of Information Technology and Computer Science Vol. 2 No. 2: November 2017
Publisher : Faculty of Computer Science (FILKOM) Brawijaya University
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DOI: 10.25126/jitecs.20172237
Graphology is one of the psychology disciplines which aims to study the personality traits of individuals through interpretation of handwriting. We can get information of one’s personality through graphology. In addition, by using android based mobile device, graphology analysis could show one’s personality faster. This study was conducted by taking 42 samples of handwriting from different backgrounds. The feature used in this study was handwriting margin. Besides, Support Vector Machine method was employed to classify the result feature from extraction process. The result of this study showed the accurate average of the application reached 82.738%.
Service Design of Implementation Primary Health Care Management Model Service “Andal†in PG Kebonagung Polyclinic, Malang District
Sani, Yasir;
Aknuranda, Ismiartha;
Tolle, Herman
Journal of Information Technology and Computer Science Vol. 3 No. 1: June 2018
Publisher : Faculty of Computer Science (FILKOM) Brawijaya University
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DOI: 10.25126/jitecs.20183145
The concept of Primary Health Service Management Model “Andal†(LKP Andal) in Indonesia was initiated by the Public Health Association of Brawijaya University (IKEMAS UB) to solve the health service management problem in Indonesia. LKP Andal was piloted into a first-level organization that provide the health service/facility in PG Kebonagung polyclinic in Malang district.This research uses a service design approach to explore the problems and this study also provide a service solution to the LKP Andal implementation in IT perspective that suits to the organization characteristics as an entirely service delivery process support. As the result, this study has explored 23 main problems of the entirely service delivery process and also resulted 4 service solution ideas which were visualized using Service Journey Modelling Language (SJML) to acquire more detailed images and they can become the standard communication among stakeholders.
The Connectivity Between Leap Motion And Android Smartphone For Augmented Reality (AR)-Based Gamelan
Permana, Frihandhika;
Tolle, Herman;
Utaminingrum, Fitri;
Dermawi, Rizdania
Journal of Information Technology and Computer Science Vol. 3 No. 2: November 2018
Publisher : Faculty of Computer Science (FILKOM) Brawijaya University
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DOI: 10.25126/jitecs.20183263
The smartphone development today makes the gadget not only used as a communication tool but also as an entertainment tool such as to play games and play music. The development of the smartphone also supports many technologies that can be run on the smartphone itself, such as Augmented Reality (AR), for example. There are some studies evaluated the AR application combined with Leap Motion, but those studies were using the SDK alpha of the Leap Motion Corp. that is now no longer accessible for the developers to use. This research is meant to overcome such a problem. The method proposed in this study is a technique to connect the Leap Motion with Android for Augmented Reality application. This paper also evaluates the technique used to connect the AR technology to Leap Motion so it can be a visual instrument simulation, which applied to the Gamelan traditional music instrument. The experiments resulted in the accuracy rate of the application of 96.43% for right-hand movement and 97.86% for the left-hand motion. The high accuracy result obtained in the research can be a promising result for the future research.
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
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DOI: 10.25126/jitecs.201942106
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.
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
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DOI: 10.25126/jitecs.201943134
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.