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DESIGNING MEASUREMENT OF PH AND WATER TURBIDITY LEVEL BASED ON IOT Nursobah Nursobah; Asep Nurhuda; Ahmad Fahrijal Pukeng
Jurnal Ilmiah Matrik Vol 23 No 1 (2021): Jurnal Ilmiah Matrik
Publisher : Direktorat Riset dan Pengabdian Pada Masyarakat (DRPM) Universitas Bina Darma

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33557/jurnalmatrik.v23i1.1290

Abstract

Research on measuring pH and water turbidity levels based on Internet of Things (IoT) is designed to make it easier for laboratory workers to measure acid and alkaline levels and turbidity levels in water in order to provide fast and efficient service to people who carry out water quality tests. This measuring instrument for pH and water turbidity is based on IoT by utilizing wireless technology in the process of transferring data to a database and using the web as the output media for measuring water content. The system development method used in this research is Prototype. The first stage in this method is to listen to the customer as a form of gathering the needs for the tools to be built, then the second stage is to design and make a prototype that is tailored to the needs of the tools that have been defined previously and the third stage is the prototype trial carried out by the customer by adjusting the request and then providing feedback on the tools developed
Pemanfaatan Filter XR Berbasis Web sebagai Media Promosi STMIK Widya Cipta Dharma Uleh Lod; Bartolomius Harpad; Ahmad Fahrijal Pukeng
Jurnal Nasional Komputasi dan Teknologi Informasi (JNKTI) Vol 8, No 3 (2025): Juni 2025
Publisher : Program Studi Teknik Komputer, Fakultas Teknik. Universitas Serambi Mekkah

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.32672/jnkti.v8i3.9169

Abstract

Abstrak - STMIK Widya Cipta Dharma sebagai salah satu perguruan tinggi berbasis teknologi di Samarinda memiliki potensi yang cukup besar untuk mengadopsi teknologi web dalam strategi promosi kampus. Dengan memanfaatkan filter XR berbasis web, baik perguruan tinggi maupun mahasiswa dapat saling berbagi filter interaktif di media sosial sebagai sarana promosi yang menarik. Penelitian ini bertujuan untuk mengimplementasikan pendekatan promosi dengan menggunakan teknologi realitas campuran melalui web, sehingga dapat diakses tanpa perlu mengunduh aplikasi khusus. Beberapa tema filter dirancang untuk merefleksikan berbagai fase kehidupan kampus. Proses pengembangan mengikuti Multimedia Development Life Cycle (MDLC) yang terdiri dari enam tahap, yaitu konsep, desain, pengumpulan materi, perakitan, pengujian, dan distribusi. Data akan dikumpulkan selama fase pengujian melalui kuesioner beta yang disebarkan kepada 10 responden di STMIK Widya Cipta Dharma. Hasil evaluasi diharapkan dapat menunjukkan kepuasan pengguna dalam menggunakan filter promosi kampus.Kata kunci: Filter XR; MDLC; Website Abstract - STMIK Widya Cipta Dharma, as a technology-based higher education institution in Samarinda, holds significant potential to adopt Web technology for campus promotion strategies. By utilizing Web-based XR filters, both the institution and its students can share interactive filters on social media as an engaging promotional tool. This study aims to implement a promotional approach using mixed reality technology through the Web, allowing access without the need to download a dedicated application. Several filter themes are designed to reflect various phases of campus life. The development process follows the Multimedia Development Life Cycle (MDLC), which consists of six stages: concept, design, material collecting, assembly, testing, and distribution. Data will be collected during the testing phase through a beta questionnaire distributed to 10 respondents at STMIK Widya Cipta Dharma. The evaluation results are expected to indicate user satisfaction in using the campus promotional filters.Keywords: XR Filter; MDLC; Website.
Smart Learning Path Recommendation with Gamification Elements for Learning App Ahmad Fahrijal Pukeng; Presa Taruna Oliver; Katarina Roswita Jehadun
Poltanesa Vol 26 No 2 (2025): December 2025
Publisher : P3KM Politeknik Pertanian Negeri Samarinda

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.51967/tanesa.v26i2.3554

Abstract

This research presents a smart learning path recommendation system using Content-Based Filtering algorithm integrated with gamification elements to personalize Indonesian spelling learning for increased student motivation and learning outcomes. Indonesian spelling proficiency remains a significant challenge in higher education, often due to lack of motivation and absence of adaptive learning approaches. While gamification has been shown effective in increasing engagement and personalized learning in improving outcomes, the integration of both approaches with adaptive learning path recommendations remains underexplored in the context of Indonesian language learning. This study proposes an intelligent system that utilizes diagnostic pre-test data to group students into four distinct learner profiles based on their specific spelling weaknesses (e.g., capitalization, punctuation, compound words, abbreviations). The system implements Content-Based Filtering algorithm to dynamically recommend customized learning modules sequenced according to each student's proficiency level. The system was evaluated with 92 participants in a pre-test/post-test design with paired samples t-test analysis. Results demonstrated statistically significant improvement in spelling comprehension (Mean_pre-test = 81.7%, Mean_post-test = 94.6%, t-value (91) = 16.53, p-value < 0.001, Cohen's d = 1.72), indicating an average gain of 12.9 percentage points. Additionally, motivation assessment using the ARCS model (Attention, Relevance, Confidence, Satisfaction) revealed significant increases across all motivation components (Attention: +31.4%, Relevance: +26.3%, Confidence: +40.6%, Satisfaction: +36.1%), confirming that the integrated approach successfully enhanced both learning outcomes and intrinsic motivation. This research contributes to the field by demonstrating the effectiveness of combining algorithm-driven personalization with gamification in language learning contexts.