Gerfasius Take Piran
Faculty Of Engineering, Informatics Engineering Study Program, Universitas Nusa Nipa, Indonesia

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Penerapan Gamifikasi dalam Pembelajaran Kalkulus untuk Meningkatkan Motivasi dan Pemahaman Mahasiswa Gerfasius Take Piran; Claudia Betrucy Bada; Yohanes B. M. Darkel
Jurnal Ilmiah Teknik Informatika dan Komunikasi Vol. 5 No. 1 (2025): Maret-Juni : Jurnal Ilmiah Teknik Informatika dan Komunikasi
Publisher : Lembaga Pengembangan Kinerja Dosen

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.55606/juitik.v5i1.1352

Abstract

This study aims to explore the application of gamification in calculus learning as an effort to improve students' motivation and understanding. Gamification, which integrates game elements in a non-game context, is expected to create a more engaging and interactive learning experience. The method used in this study was an experiment involving two groups of students, namely a control group using conventional learning methods and an experimental group implementing gamification in the teaching and learning process. The results showed that the application of gamification significantly increased students' learning motivation, which was reflected in increased active participation and enthusiasm in attending lectures. In addition, the analysis of the understanding of calculus concepts also showed positive results, where the experimental group showed higher scores in the evaluation of material understanding compared to the control group. This study concludes that gamification can be an effective strategy in calculus learning, not only to increase motivation but also to deepen students' understanding of the material being taught.
Enterprise Architecture Planning Menggunakan Kerangka TOGAF Architecture Development Method Alfan, Hilarius; Piran, Gerfasius Take
Digital Transformation Technology Vol. 4 No. 2 (2024): Periode September 2024
Publisher : Information Technology and Science(ITScience)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.47709/digitech.v4i2.5468

Abstract

SMA Negeri 1 Bola merupakan salah satu sekolah negeri di bawah Kementerian Pendidikan dan Kebudayaan (Kemendikbud). SMA Negeri 1 Bola terletak di Jalan Wair Baluk, Desa Ipir, Wolonwalu, Kecamatan Bola, Kabupaten Sikka, Provinsi Nusa Tenggara Timur. SMA Negeri 1 Bola sendiri telah menggunakan sistem aplikasi yang digunakan, yaitu e-Report yang diterbitkan oleh Direktorat Pengembangan Sekolah Menengah Atas, Direktorat Jenderal Pendidikan Dasar dan Menengah, Kementerian Pendidikan dan Kebudayaan (Kemendikbud). Aplikasi e-Rapor adalah situs web yang membantu guru dalam mengurus dan melaporkan kinerja kompetensi siswa dalam pendidikan tingkat SMA yaitu: (PPDB) Penerimaan Peserta Didik Baru, Program Pembelajaran, Kegiatan Belajar Mengajar, dan Pengelolaan Perpustakaan yang masih melakukan pencatatan secara manual dengan menggunakan Microsoft Office seperti: Microsoft Word dan Microsoft Exel. Penelitian ini bertujuan untuk merancang Enterprise Architecture SMA Negeri 1 Bola yang bersifat integratif. Penelitian ini menggunakan metode TOGAF (The Open Group Architecture Framework) dengan ADM (Architecture Development Method). TOGAF merupakan gambaran metode yang membangun dan mengelola serta mengimplementasikan framework sistem informasi yang digunakan untuk menggambar sebuah model pengembangan arsitektur enterprise sehingga dapat dijadikan rekomendasi dalam pengembangan sistem yang terintegrasi dan bernilai. Penelitian ini menghasilkan cetak biru (blueprint) untuk mengembangkan sistem informasi terintegrasi guna mendukung kebutuhan sekolah dalam bentuk bisnis, data, aplikasi, dan teknologi.
Perancangan Model Support Vector Machines Berbasis Geospasial Sebagai System Peringatan Dini Penyebaran DBD Di Kabupaten Sikka Febriyanti Alwisye Wara; Gerfasius Take Piran; Yohanes B.M. Darkel
Jurnal Teknik Informatika dan Teknologi Informasi Vol. 5 No. 3 (2025): Desember: Jurnal Teknik Informatika dan Teknologi Informasi
Publisher : Lembaga Pengembangan Kinerja Dosen

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.55606/jutiti.v5i3.6413

Abstract

Dengue hemorrhagic fever (DHF) is a disease that is commonly found in most tropical and subtropical regions, especially Southeast Asia, including Indonesia, one of which is Sikka Regency, NTT Province. In 2024, there were 821 cases of DHF recorded and at the beginning of the year until February 2025 there were 50 cases of DHF. To overcome the spread of this disease, an early warning system is needed that is able to identify its distribution patterns quickly and accurately. The purpose of this study is to build a mobile application as an early warning system with a Support Vector Machines (SVM) algorithm model based on geospatial data to inform the public and authorities about the potential for a DHF outbreak in Sikka Regency, so that preventive measures can be taken immediately. The SVM model was chosen because of its ability to classify data and is known as one of the classification methods that has high results in predicting potential classifications in data. The geospatial data used includes rainfall, temperature, and humidity data, population density, and the history of DHF cases in Sikka Regency. The results show that the SVM-based approach can improve prediction accuracy compared to conventional methods and provide an innovative solution for dengue fever mitigation through the use of geospatial-based technology.
Aplikasi Pembelajaran Bahasa Inggris pada TK Terpadu Padre Annibale School Maumere Berbasis Mobile Claudia Betruchy Bada; Gerfasius Take Piran; Maria Yunita; Theresia Wihelmina Mado
Jurnal Teknik Informatika dan Teknologi Informasi Vol. 5 No. 3 (2025): Desember: Jurnal Teknik Informatika dan Teknologi Informasi
Publisher : Lembaga Pengembangan Kinerja Dosen

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.55606/jutiti.v5i3.6534

Abstract

This study aims to develop a mobile-based English learning application that can support the teaching process for both teachers and students in Kindergarten (TK). The subjects of this study are the students of Padre Annibale School for the 2025-2026 academic year. The background of this research is the limited use of learning media that cannot actively involve students. Additionally, many children in the millennial era are more attracted to electronic media, especially mobile phones, which presents a challenge in the learning process. The tendency for children to spend more time on mobile phones rather than reading books or listening to the teacher’s instruction can be seen as an opportunity to introduce technology-based learning media. With the presence of learning applications on mobile phones, students can access educational information anytime, both at school and at home. This application is designed to provide ease in obtaining English learning materials that meet the needs of students, as well as assist teachers in enriching their teaching methods. Through this approach, it is hoped that the teaching and learning process can be more interactive and engaging for students, while also supporting the integration of technology in education.