Jumadil Ahmad Safi’i
Universitas Negeri Makassar

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Implementasi Kriptografi Vigenere Cipher untuk Keamanan Data Informasi Desa Erva Irianti; Dewi Fatmarani Surianto; Ainun Zahra Adistia; Muh. Juharman; Jumadil Ahmad Safi’i
Progressive Information, Security, Computer, and Embedded System Vol 1 No 1 (2023): Vol. 1, No. 1 Maret (2023)
Publisher : Sakura Publisher

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.61255/pisces.v1i1.24

Abstract

Data security on village information is a very important issue because it contains a lot of village information data. Important data cannot be denied that data can be edited or changed by unauthorized persons. So the data becomes insecure. Therefore, a technique is needed to secure data, namely using the classic Vigenere cipher cryptography technique, to maintain the security and confidentiality of messages or information so that it cannot be read by anyone, a desktop-based application is designed using the Java programming language which is carried out on the Netbeans IDE software to implementing the vigenere cipher algorithm as a technique for securing village information.
The Effect of Gamification-Based Online Learning on Student Learning Outcomes Asriadi; M. Miftach Fakhri; Jumadil Ahmad Safi’i; Muh. Alif; Della Fadhilatunisa
Jurnal MediaTIK Volume 7 Issue 1, Januari (2024)
Publisher : Jurusan Teknik Informatika dan Komputer

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Abstract

New things are starting to emerge that were not previously considered due to the COVID-19 pandemic, one of which is the shift to online learning. The low level of student participation during the pandemic is a global issue, not limited to Indonesia. One approach that can be used to address this issue is the gamification of online learning. The learning outcomes are essentially the measurement of students' success and achievements in the learning process. Therefore, the relationship between the gamification approach and learning outcomes in online education is a phenomenon that we can understand and further examine. This research is of a quantitative nature with a descriptive research design (data collection, analysis, and presentation). The population and sample are active enrolled students, and the data is collected widely online. The instrument used is a research questionnaire with the data collection technique involving the analysis of questionnaire responses distributed through Google Forms, using a Likert scale model ranging from very positive to very negative. Descriptive techniques involve statistical and correlational methods. The abundance of responses from students indicates that gamified online learning has the potential to significantly influence students' learning outcomes.