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CHALLENGING ROLES OF THE TEACHER IN INDONESIAN MODERN MIDDLE SCHOOLS Wang, Gunawan
Social Economics and Ecology International Journal Vol 2, No 1 (2018): March
Publisher : Bina Nusantara University

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21512/seeij.v2i1.5564

Abstract

Since year 2000, Indonesian ministry of education has allowed open curriculum system especially for adopting foreign curriculum system into national middle school system. As a result, there are demanding trends amongst parents and communities to reshape the role of teacher. The traditional instruction which emphasized the role of teacher as primarily source of knowledge is considered no longer effective to cope with latest trend of globalisation and internet technologies. For this reason, the article addressed the changing roles of modern teacher along with enhancing instructional activities. The article also examines the important trends that commonly ignored by the teachers such as: advance internet applications and characteristics of digital generation, and link them with variety of learningapproaches.
Gamifikasi Sistem Pemantauan Kinerja Mahasiswa dalam Mencapai Kelulusan Tepat Waktu Kurniawan, Michael Joseph; Wang, Gunawan
Jurnal Teknologi Sistem Informasi Vol 5 No 1 (2024): Jurnal Teknologi Sistem Informasi
Publisher : Program Studi Sistem Informasi, Universitas Multi Data Palembang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35957/jtsi.v5i1.7785

Abstract

Institusi pendidikan tinggi selalu berdedikasi untuk memberikan nilai tambah bagi para mahasiswa yang berpartisipasi untuk lulus tepat waktu. Pada kenyataannya, banyak mahasiswa sarjana yang belum memenuhi satu atau lebih persyaratan kelulusan dalam perjalanannya. Pelacakan informasi tersebut juga tidak selalu tepat waktu dan membutuhkan pengumpulan informasi dari berbagai sumber yang ada. Untuk memastikan mahasiswa lulus tepat waktu, pembimbing akademik membutuhkan sistem pemantauan yang terintegrasi dan terkini untuk mengidentifikasi kinerja mahasiswa dalam mencapai kelulusan tepat waktu. sebelum periode pembelajaran yang sesuai telah berakhir. Sistem pemantauan khusus ini dapat menjadi dasar bagi staf pengajar untuk memberikan bantuan kepada mahasiswa secara akurat berdasarkan persyaratan kelulusan yang belum terpenuhi. Di sisi lain, gamifikasi telah diketahui dapat mengurangi waktu belajar sekaligus meningkatkan pengakuan. Dalam penelitian ini, gamifikasi digunakan dengan MDA Framework dengan merancang sistem pemantauan yang memungkinkan staf pengajar untuk menemukan dan mengklasifikasikan mahasiswa sarjana dengan lebih sederhana berdasarkan kinerja setelah mencapai kelulusan tepat waktu dan juga mendapatkan insentif. Hasilnya, gamifikasi membuat pengumpulan informasi menjadi lebih mudah dan mendukung pengambilan keputusan pembimbing akademik untuk membantu mahasiswa sarjana dalam mencapai kelulusan tepat waktu terkait persyaratan kelulusan yang belum terpenuhi dengan bantuan kuadran pemantauan dan leaderboard. Penelitian ini telah mengungkapkan potensi untuk menerapkan gamifikasi dalam kasus-kasus lain pada skenario pencapaian tujuan selain kelulusan tepat waktu. Kata kunci: Gamifikasi, MDA Framework, Pemantauan Kinerja, Kelulusan Tepat Waktu
Strategi Gamifikasi untuk Meningkatkan Kecakapan Bahasa Inggris di Sektor Outsourcing Rojabi, Muhammad Afdan; Wang, Gunawan
Smart Comp :Jurnalnya Orang Pintar Komputer Vol 13, No 3 (2024): Smart Comp: Jurnalnya Orang Pintar Komputer
Publisher : Politeknik Harapan Bersama

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30591/smartcomp.v13i3.6621

Abstract

Foreign language proficiency, particularly in English, stands as a key factor in enhancing the competitiveness of the workforce. However, Indonesian workers are often found to lack fluency in English. Proficiency in the English language is considered a crucial element in preparing for Indonesia's golden era in 2045. The development of English language skills in Indonesia primarily does not occur within the school system but rather more extensively when entering the workforce. This report establishes a correlation highlighting the significance of English language mastery for the Indonesian workforce. The current decline in Indonesia's ranking can be addressed through the implementation of more effective learning methods. Gamification has proven to be a motivating tool for employees to actively participate in the learning process, thereby improving their English language skills and contributing to increased competitiveness. The Motivational Design ARCS (Attention, Relevance, Confidence, Satisfaction) model and the MDA (Mechanic, Dynamic, Aesthetic) framework are used as the basis for designing the gamification user interface in the process of enhancing English language skills. This approach aims to provide a gamification system that motivates employees to engage in language learning.Keywords – Gamification, English Language Proficiency, Outsourcing, ARCS Model, MDA Framework
Implementing gamification in campus canteen using MDA framework: an overview Wibowo, Florentia Novena; Wang, Gunawan
International Journal of Informatics and Communication Technology (IJ-ICT) Vol 13, No 3: December 2024
Publisher : Institute of Advanced Engineering and Science

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.11591/ijict.v13i3.pp422-427

Abstract

This study describes the creation of a mobile-based gamification design for an online canteen system. Long lunch queues make students feel uncomfortable ordering food in the canteen, although student comfort is very important. The increasing number of students causes long queues, resulting in significantly shorter lunch hours and causing discomfort for students. To address this issue, the campus might develop an online canteen using gamification. Gamification is a method that applies gaming knowledge to create experiences that encourage and engage people in non-game environment. Compared to traditional canteen systems, an online canteen that uses gamification can provide students with new experiences by offering attractive rewards, increasing motivation to order food and beverages online, and minimizing the perception of long lineups. Although this proposed design has not yet been tested, researchers believe it has practical applications.
Gamification Design in Assisting Master's Students in Learning Readiness of XYZ University Stanley Salim, Sebastian; Wang, Gunawan
International Journal of Engineering, Science and Information Technology Vol 5, No 3 (2025)
Publisher : Malikussaleh University, Aceh, Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.52088/ijesty.v5i3.974

Abstract

This paper discusses how to design and assess a gamification framework to increase the learning preparedness of postgraduate students at XYZ University. Academic success at the master's level largely depends on learning readiness, and most students have to face numerous challenges, including poor time management, thesis composition, a lack of motivation, and insufficient social interaction with peers. Such obstacles inevitably result in low productivity and low engagement, which eventually influence the quality of their academic performance. In order to solve these problems, the concept of gamification is proposed as a new approach to pedagogy that incorporates the elements of a game into the learning process. The system included features like experience points (XP), leagues, leaderboards, and guided challenges to make the system more motivational, maintain engagement, and collaborate with students. The quantitative research design was chosen, and approximately 50 respondents who are enrolled in the program and participated in the gamified learning activities were used in the study. The results prove that gamification is a powerful tool that promotes learning preparedness by motivating success through reward systems and an opportunity to interact with peers through group activities and online discussion forums. The students claimed to be more motivated, better concentrated on the milestones of the thesis, and more disciplined in managing their time than they are using the traditional approaches. In addition, the system provides a more organised, interactive, and fun learning experience that allows participants to resolve academic difficulties more successfully. According to the assessment, the research indicates that gamification is an emerging tool that can be used to increase postgraduate learning preparedness. It suggests additional design improvements to the user interface, personalisation, and differentiation of reward systems to ensure the highest student engagement and effectiveness in the long term.
OPTIMIZING MBKM MANAGEMENT BUSINESS PROCESSES AT XYZ HIGHER EDUCATION USING HARRINGTON Cen, Li; Wang, Gunawan
Jurnal TAM (Technology Acceptance Model) Vol 15, No 1 (2024): Jurnal TAM (Technology Acceptance Model)
Publisher : Institut Bakti Nusantara

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.56327/jurnaltam.v15i1.1730

Abstract

The MBKM program launched by the Ministry of Education and Culture in 2020 resulted in universities throughout Indonesia adding new business processes to process MBKM management, including XYZ College. One major problem occurred during the process, namely inefficiency in the business flow process, which caused the business process to run slowly. This research aims to help the MBKM central department reduce working days, make procedures more efficient, and synchronize data between the MBKM center and each study program. This research uses Harrington's Business Process Improvement (BPI) method, which eliminates errors, reduces waiting time, increases understanding, and makes it easy to use. The results of this research are recommendations for more efficient business processes with an efficiency of 33.95% in all MBKM center procedures based on simulation by Visual Paradigm Application.
CHALLENGING ROLES OF THE TEACHER IN INDONESIAN MODERN MIDDLE SCHOOLS Wang, Gunawan
SEEIJ (Social Economics and Ecology International Journal) Vol. 2 No. 1 (2018): March
Publisher : Bina Nusantara University

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21512/seeij.v2i1.5564

Abstract

Since year 2000, Indonesian ministry of education has allowed open curriculum system especially for adopting foreign curriculum system into national middle school system. As a result, there are demanding trends amongst parents and communities to reshape the role of teacher. The traditional instruction which emphasized the role of teacher as primarily source of knowledge is considered no longer effective to cope with latest trend of globalisation and internet technologies. For this reason, the article addressed the changing roles of modern teacher along with enhancing instructional activities. The article also examines the important trends that commonly ignored by the teachers such as: advance internet applications and characteristics of digital generation, and link them with variety of learningapproaches.
Implementation of Machine Learning for Sharia financing Scoring in Indonesian MSME sectors Gafar, Gery Abdel; Wang, Gunawan
Innovative: Journal Of Social Science Research Vol. 3 No. 5 (2023): Innovative: Journal of Social Science Research
Publisher : Universitas Pahlawan Tuanku Tambusai

Show Abstract | Download Original | Original Source | Check in Google Scholar

Abstract

Kemajuan teknologi melalui revolusi industri 4.0 diharapkan menjadi kunci dalam menyelesaikan permasalahan sulitnya usaha mikro menjangkau permodalan bank syariah, keterbatasan informasi dalam memenuhi standar analisis kelayakan pembiayaan dan kepemilikan aset sebagai agunan menjadi faktor penghambat utama dalam mencapai tujuan. sektor UMKM. Kehadiran teknologi AI – Machine learning diharapkan dapat membuat proses analisis pembiayaan menjadi lebih efektif dan efisien dalam mengolah informasi yang diperoleh. Pada PT Bank XYZ Syariah rasio pembiayaan terhadap sektor UMKM masih sebesar 20% dari total eksposur pembiayaan yang disalurkan (Laporan Keuangan PT Bank XYZ Syariah Tahun 2020) penetrasi yang masih cenderung kecil disebabkan oleh proses analisa yang panjang dengan tingkat keberhasilan yang kecil sehingga diperlukan suatu model yang dapat membantu perusahaan dalam menyaring pengajuan yang memiliki tingkat keberhasilan yang tinggi. Pada tulisan ini akan dibuat model credit scoring berdasarkan data historis di PT Bank XYZ Syariah menggunakan beberapa algoritma klasifikasi, dengan mengacu pada CRISP -DM framework data akan diproses sedemikian rupa sehingga dapat menghasilkan dataset berkualitas kuat. Model dibuat menggunakan tools RapidMiner dengan dua skenario pengujian sehingga menghasilkan beberapa model dengan akurasi yang baik, berdasarkan hasil pengujian dari dataset yang tersedia model klasifikasi hutan acak menghasilkan akurasi yang paling baik diantara yang lainnya. Credit scoring yang dimodelkan dapat membantu perusahaan untuk dapat melakukan screening awal terhadap setiap pengajuan yang ada.Kata Kunci: Credit Scoring, UMKM, Algoritma Klasifikasi, Machine Learning, Bank Umum Syariah
ELECTRONIC MEDICAL RECORD (EMR) DESIGN FOR HOSPITAL USING BLOCKCHAIN TECHNOLOGY Lee, Eugenius Hansel; Wang, Gunawan
Jurnal Cahaya Mandalika ISSN 2721-4796 (online) Vol. 4 No. 1 (2023)
Publisher : Institut Penelitian Dan Pengambangan Mandalika Indonesia (IP2MI)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36312/jcm.v4i1.1372

Abstract

Data leakage in indonesia is still regarded as being extremely common, which has led to a low level of confidence among indonesians when it comes to storing their personal data online. The use of blockchain is still not popular in Indonesia.These two technologies may be merged to produce the best technical outcomes, especially in the security area, thanks to technological advancements in the healthcare industry and blockchain technology. The implementation of the EMR blockchain is also capable of facilitating the reach of the patient's medical record history, allowing each patient who receives outpatient or other treatment at one of the XYZ hospitals to easily integrate their medical records when seeking treatment at other branches, even if XYZ hospital just recently acquired another hospital. Data transmission with the standard system is still in doubt since there is no guarantee of the security of the data because the security of the new branch hospital and the acquired hospital cannot be guaranteed securely. The EMR blockchain can help all hospitals in the future by easing their concerns and facilitating hospital system mobilization, particularly in the patient data department.
Gamification to Increase Interest in Learning Mathematics Rojabi, Muhammad Afdan; Wang, Gunawan
Jurnal Pembelajaran Inovatif Vol. 7 No. 1 (2024): Jurnal Pembelajaran Inovatif
Publisher : Universitas Negeri Jakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21009/JPI.071.05

Abstract

This study explores the effectiveness of gamification in mathematics learning using the Quizizz platform. The study involved 20 sixth-grade students at MIS Wahdatul Ikhwan Bogor and employed an experimental method with a pretest-posttest design. The analysis results showed a significant improvement in students' learning outcomes after the implementation of gamification. The use of Quizizz not only enhanced students' understanding and performance but also increased their motivation to learn and reduced boredom. The paired sample t-test showed a significance value of 0.000, indicating a significant difference between pretest and posttest scores. These findings suggest that gamification is an effective approach to improving students' learning outcomes and engagement in the mathematics learning process. Teachers are highly encouraged to integrate gamification into their teaching methods to create a more engaging and effective learning experience.