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Evaluating Learning Management Systems in University: Evidence in University in North Sulawesi Maramis, Glenn D P
International Journal of Information Technology and Education Vol. 2 No. 2 (2023): March 2023
Publisher : JR Education

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.62711/ijite.v2i2.109

Abstract

Learning management systems (LMS) have been established at universities around the world including at Manado State University to connect students and faculty without the confines of a traditional classroom. It is a digital software environment designed to manage user engagement and provide learning content and resources to students. The aim of this study is to evaluate the use of learning management systems in universities. The method used in this study is the combined methods we used, namely library research and surveys. The library research method also uses secondary data collected from informative articles, books, and magazines. The results of this study found that the LMS used in universities is generally good, this is because the LMS system has been introduced and teachers must use it in daily lectures as well, it is very important to determine the feedback from students as LMS users. Previous studies have demonstrated varying understandings of the impact of implementing LMS in higher education in universities around the world. Therefore, this article provides some insights into the Impact of Utilizing E-learning Technology or LMS. This study concludes that the use of post-covid-19 LMS has shown a fairly good increase both for providers of learning content, namely teachers and system managers, and on the user side, namely students so that learning activities at universities have experienced quite an increase.
Penerapan Algoritma A* dan Edukasi terhadap Anak Usia Dini pada Game Kesiapan bencana Kebakaran Silalahi, Rike; Rorimpandey , Gladly Charen; Maramis, Glenn
The Indonesian Journal of Computer Science Vol. 14 No. 3 (2025): The Indonesian Journal of Computer Science
Publisher : AI Society & STMIK Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33022/ijcs.v14i3.4886

Abstract

Kebakaran merupakan salah satu bencana yang sering terjadi dan dapat menyebabkan kerugian besar, baik secara material maupun psikologis terutama bagi anak anak. Kurangnya edukasi mengenai kesiapsiaagan bencana kebakaran menjadi tantangan yang perlu diatasi. Penelitian ini bertujuan untuk membuat sebuah game edukasi berbasis android menggunakan algoritma A* untuk membantu anak-anak memahami cara menghadapi situasi darurat kebakaran .Metode yang digunakan dalam penelitian ini adalah Multimedia Decelopment Life Cycle (MDLC) yang terdiri dari enam tahap. Game yang dikembangkan berjudul Pici Sang Penakluk Api yang dirancang dalam format 3D menggunakan Unity. Algoritma A* diterapkan untuk menentukan jalur evakuasi yang optimal. Dalam tahap pengujian dilakukan dengan metode Black Box testing yang menunjukkan bahwa game berjalan sesuai dengan fungsionalitas yang dirancang. Hasil penelitian diharakan dapat meningkatkan kesadaran dan pemahaman mengenai kesiapsiaagan terhadap kebakaran.