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A novel framework of e-participation for smart cities Yusuf, Muhammad; Alamsyah, Nurwahyu; Syarif, Muh.; Muntasa, Arif; Muzakki, Hakam
Bulletin of Social Informatics Theory and Application Vol. 3 No. 2 (2019)
Publisher : Association for Scientific Computing Electrical and Engineering

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31763/businta.v3i2.213

Abstract

The smart city is an exciting concept for improving the quality of the city. However, a smart city needs participation from citizens and all related stakeholders to use the technologies effectively in order to achieve the goal and solve the problems. Even though the city already has high-tech infrastructures, participation still required to provide ideas, inputs, and roles within the development of smart city concepts. This research aims to describe and analyze the current state of the e-Participation frameworks and propose a novel framework for smart cities. The analysis will go through a systematic literature review. Hopefully, this study makes contributions by providing a novel framework of e-Participation for smart cities. This research has implications for theory and practice. For theory, the novel framework can be added to the body of knowledge of e-participation, e-government, and smart cities fields. For practice, the framework will be useful for practitioners, policymakers, people and other stakeholders related to the smart city governance to increase citizen participation through technology-based services.
E-government learning media through augmented reality technology Yusuf, Muhammad; Sophan, Mochammad Kautsar; Muntasa, Arif; Alamsyah, Nurwahyu; Nakkas, Haythem; Sari, Putri Pradnyawidya
Bulletin of Social Informatics Theory and Application Vol. 4 No. 1 (2020)
Publisher : Association for Scientific Computing Electrical and Engineering

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31763/businta.v4i1.258

Abstract

Augmented reality (AR) is one of the newest learning technologies besides Artificial Intelligent, Virtual Reality, Virtual World, Alternates Reality Games, and Wearable Computing. E-Government is becoming an evolving academic field and transforming to be E-Governance, E-Participation, E-Service, E-Democracy, E-Voting issues. Therefore, some universities have E-Government course in their curriculum. AR can be one of the learning media to learn and teach E-Government effectively and interestingly. This research aims and contributes to develop a novel model of E-Government learning media using AR. Furthermore, this work has three novelties as follows:First, a method to develop e-Government learning media using AR. Second, a novel model of e-government learning media based on augmented reality technology. Third, the material courses are command centre and public service mall materials based in Surabaya, Indonesia. The new model of learning media using AR consists of main components, i.e., user, devices, AR, and course materials. Additionally, this novel model has some sub-components, such as AR object, marker, text, image, audio, video, and 3D animation. The proposed model has some practical and theoretical implications. For the theoretical implication , it adds a model of learning media for e-government course and extends the body of knowledge for e-government and augmented reality fields. For practice, e-Government courses can uilize the augmented reality application.
A System Usability Scale for Development of YouTube API-based E-Learning Module Ahda, Handika Naufal; Purbohadi, Dwijoko; Alamsyah, Nurwahyu
Emerging Information Science and Technology Vol 4, No 2 (2023): November
Publisher : Universitas Muhammadiyah Yogyakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.18196/eist.v4i2.20735

Abstract

E-learning is formal and non-formal learning carried out using technology, allowing students and teachers to conduct teaching and learning processes using electronic media. By using the e-learning module, YouTube can be included to create material and to ease learning. However, a lot of educational videos on YouTube cover ground already well-covered. Accordingly, the audience cannot skip unnecessary things. Therefore, a YouTube API-based e-learning module was built to help users learn the material effectively. A System Usability Scale (SUS) was employed in this study, allowing easier data collection using a questionnaire. The data analysis acquired a score of 68 (B), signifying the usefulness of the module. The module provided convenience to the users to grasp the material in a brief time.
Conceptualizing Artificial Intelligence in the Indonesian Education Systems and Reciprocity with AI-Based Curriculum Alamsyah, Nurwahyu; Neal, Dale
Internet of Things and Artificial Intelligence Journal Vol. 5 No. 1 (2025): Volume 5 Issue 1, 2025 [February]
Publisher : Association for Scientific Computing, Electronics, and Engineering (ASCEE)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31763/iota.v5i1.878

Abstract

This study employs a Systematic Literature Review (SLR) to analyze the curriculum challenges in Indonesia and explore the potential AI-driven solutions to improve the education systems. The findings reveal that conventional teaching methods, lack of project-based learning (PBL), limited technology integration, and rigid learning approaches are among the most critical issues, leading to low student engagement and an imbalance between hard and soft skills. To address these challenges, AI technologies such as adaptive learning, formative assessments, and AI-powered virtual classrooms can be integrated to enhance personalized and competency-based learning. The findings suggest that by adopting AI-driven strategies, Indonesia can modernize its curriculum, enhance educational effectiveness, and align with global standards. This study contributes to evidence-based policymaking by offering insights into AI adoption in education and proposing a roadmap for a technology-integrated, student-centered learning system.