Articles
Perancangan Decision Support System Penilaian Kinerja Dosen Berdasarkan Penilaian Prestasi Kerja Pegawai dan Beban Kinerja Dosen
Ramadhan, Rizal Furqan;
Tolle, Herman;
Muslim, Muhammad Aziz
MATICS Vol 8, No 2 (2016): MATICS
Publisher : Department of Informatics Engineering
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DOI: 10.18860/mat.v8i2.3555
The lecturer is one of the essentialcomponents in the Higher Education system. Performanceassessment of lecturer needs to be conducted to measurethe lecturer capability based on the Tri Darma’s HigherEducation concept. Related to the nowadays technologydevelopment, to conduct performance assessment oflecturer can use the Decision Support System based onseveral criteria as the assessment material. The providedcriteria in this paper seem to be the obtained criteria fromP2KP and BKD component. P2KP is performanceassessment of lecturer under the Badan KepegawaianNegara (BKN) supervision. Meanwhile BKD isperformance assessment of lecturer under the DIKTIsupervision. The lecturer criteria are taken from those twocomponents because the lecturers’ status cannot beseparated from the officer under BKN and educator underthe DIKTI support. It is expected that the criteria comingfrom both components integration will be able to produceperformance assessment of lecturer objectively. Themethod to proceed the assessment was Weighted Product(WP). The examined data of the lecturers were theBrawijaya University lecturers’ data. The finalexamination data was conducted by taking the datarandomly from 20 Brawijaya University lecturers. Thefinal output from this Decision Support System is thelecturers which are selected from three categories, whichare, less, normal, and good. It is expected that DecisionSupport System is able to categorize the standard eligiblelecturer (Normal/medium category), and the lecturersurpassing the standard (good category).
Educational Media Design for Learning Basic Programming in Branching Control Structure Material Using Problem-Posing Learning Model
Syahidi, Aulia Akhrian;
Tolle, Herman;
Supianto, Ahmad Afif;
Hirashima, Tsukasa
Kinetik: Game Technology, Information System, Computer Network, Computing, Electronics, and Control Vol 4, No 4, November 2019
Publisher : Universitas Muhammadiyah Malang
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DOI: 10.22219/kinetik.v4i4.803
Basic programming is one subject that tends to be difficult for students to learn. Along with the development of technology, several researchers have provided solutions to solve this problem, by developing educational games, educational media, interactive learning media, and other auxiliary media. However, on average they have not used or adhered to the syntax of various existing learning models. This study focuses on designing educational media that uses the problem-posing learning model to study the material of branching control structures in basic programming learning which is recommended as a learning medium for vocational high school students. Educational media named TOLSYASUPI-EduMed. We use the highest type of research and development (R&D), the level 4 that we adopted to be adapted into a number of steps that are in line with the needs of this research area. Observation techniques are used as a form of generative research which is a type of user experience research, to explore information before designing a product/application. The side that we highlight here is how the form of educational media design by following the syntax of the problem-posing learning model. Then do an A/B testing which is assessed by experts to choose the best design with results that are type B designs with a percentage of 90.9%. We also state the analysis of the functional aspects of educational media to strengthen the validity of this design idea.
Engfi Gate: An Indoor Guidance System using Marker-based Cyber-Physical Augmented-Reality
Hanas Subakti;
Herman Tolle;
Muhammad Aswin
International Journal of Electrical and Computer Engineering (IJECE) Vol 8, No 1: February 2018
Publisher : Institute of Advanced Engineering and Science
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DOI: 10.11591/ijece.v8i1.pp34-42
A guidance system is needed when freshmen explore their new building environment. With the advancements of mobile technologies, a guidance system using mobile computing devices such as mobile phones or tablets could aid freshmen in locating the desired destination with ease. The proposed system consists of three main subsystems: the marker-based cyber-physical interaction (CPI) system, the indoor positioning (IP) system, and the augmented-reality (AR) system. With the help of visible markers and invisible markers, the CPI system allows the users to do interactions between the physical and cyber environments; the IP system produces accurate user position information; the AR system provides the users with good user experiences. An Android application, named Engfi Gate, is developed to realize the system design in the test environment. This paper also shows the comparisons of the proposed system with other related systems. Furthermore, the design architecture of Engfi Gate system can be used in other location-based applications.
Augmented reality objects design in augmented story book mobile application for better engagement
Sherina Izzaty;
Herman Tolle;
Rizdania Dermawi;
Frihandhika Permana
International Journal of Electrical and Computer Engineering (IJECE) Vol 9, No 1: February 2019
Publisher : Institute of Advanced Engineering and Science
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DOI: 10.11591/ijece.v9i1.pp570-576
The folktale is a kind of story that has some good points, such as developing a sense of story and shaping up positive attitudes towards children. However, people seem to abandon those good points and often give the children smartphones instead of folktale through the conventional book. Recently, smartphones’ capabilities have rapidly improved, so that augmented reality (AR) story books which combine conventional book and smartphone can be developed. This research is conducted to examine which one from three provided models that work best for engagement in a folktale augmented book. Those designs will be discussed in both subjective and objective approach, correspondingly. The result from subjective approach is the animated video AR design becomes the most pleasing design. The picture and narrator’s voice AR design, by contrast, becomes the most efficient design based on objective approach.
Vertex markers: Modification of grid methods as markers to reproduce large size augmented reality objects to afford hands
Wahyu Teja Kusuma;
Ahmad Afif Supianto;
Herman Tolle
International Journal of Electrical and Computer Engineering (IJECE) Vol 10, No 1: February 2020
Publisher : Institute of Advanced Engineering and Science
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DOI: 10.11591/ijece.v10i1.pp1063-1069
The weakness of the research on developing Marker Based Augmented Reality applications found is using small digital content. Weakness is caused by the area of view of Augmented Reality cameras is limited by the placement of markers that are affordable to the user's hand. This study reproducing large digital objects by cutting large digital objects into many pieces. But to keep continuity accuracy between digital object pieces, this study aims to modify the grid method to become a vertex marker. Vertex marker is produced by removing the edge and using the vertex to place the marker. Vertex markers inherit the advantages of the Grid method. Therefore, vertex markers can be used to reproduce large digital objects accurately and can be reached by hand when displayed. The aim of this study is to measure the accuracy of the grid method that has been modified into a marker. The fundamental contributions and advantages of the vertex marker are innovations in the field of Marker Based Augmented Reality research.
Integrating fuzzy logic and genetic algorithm for upwelling prediction in Maninjau Lake
Muhammad Rofiq;
Yogie Susdyastama Putra;
Wayan Firdaus Mahmudy;
Herman Tolle;
Ida Wahyuni;
Philip Faster Eka Adipraja;
Hafrijal Syandri
TELKOMNIKA (Telecommunication Computing Electronics and Control) Vol 17, No 1: February 2019
Publisher : Universitas Ahmad Dahlan
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DOI: 10.12928/telkomnika.v17i1.11605
Upwelling is a natural phenomenon related with the increase in water mass that also occurs in Maninjau Lake, West Sumatra. The upwelling phenomenon resulted in considerable losses for freshwater fish farming because make mass mortalities of fish in farming using the method of floating net cages (karamba jaring apung/KJA). It takes a system that can predict the possibility of upwelling as an early warning to the community, especially fish farming to immediately prepare early anticipation of upwelling prevention. With historical water quality monitoring data at six sites in Maninjau Lake for 17 years, a prediction model can be made. There are three input criteria for Tsukamoto FIS that is water temperature, pH, and dissolve oxygen (DO). The model is built with fuzzy logic integration with the genetic algorithm to optimize the membership function boundaries of input and output criteria. After the optimization, hybrid Tsukamoto FIS and genetic algorithm successfully make a correct upwelling prediction on of 16 data with 94% accuracy.
Rancang Bangun Chatbot Pembelajaran Java pada Google Classroom dan Facebook Messenger
Mokhamad Hadi Wijaya;
Moechammad Sarosa;
Herman Tolle
Jurnal Teknologi Informasi dan Ilmu Komputer Vol 5 No 3: Juni 2018
Publisher : Fakultas Ilmu Komputer, Universitas Brawijaya
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DOI: 10.25126/jtiik.201853837
Aplikasi kelas onlinetelah diterapkan di SMK Telkom Malang menggunakan platformGoogleClassroompada mata pelajaran Pemrograman Berorientasi Objek (PBO). Penggunaan Google Classroompada mata pelajaran PBO ditambahkan materi chatbotpembelajaran Javadari Oracle Academy Java FoundationmenggunakanplatformFacebook Messengersebagai media untuk membantu Guru dalam menyediakan materi kepada siswa diantaranya adalah materi dasar pemrograman Java dan penyajian item soal kuis. Pada model kuis yang disajikan chatbotini, antar siswa mendapat respon penyajian item soal yang berbeda dalam pengerjaan kuis tentang materi yang ditampilkan sesuai dengan scoretingkat kesulitan soal yang dikerjakan oleh siswa dengan metode Organizing Exercise Items. Pada hasil ujicoba, chatbotdapat memberikan semua respon dengan tepat kepada seluruh siswa yaitu tentang penyajian item soal dengan topik materi Java Software Developmentsesuai tingkat kesulitan yang berbeda yaitu mudah, sedang dan sulit. Dengan demikian siswa dinyatakan dapat berinteraksi dengan chatbotsebagai media belajar yang dapat membantu guru dalam memberikan fasilitas belajar kepada siswa sesuai tingkat pemahaman materi soal pada pembelajaran Java. Adanya chatbotyang dibangun diharapkan dapat memberikan solusi kepada guru serta berkontribusi positif saat proses pembelajaran oleh siswa yang diintegrasikan pada kelas onlinetanpa batasan ruang, waktu dan jumlah siswa.Abstract Online class application has been applied in SMK Telkom Malang using Google Classroom platform on Object Oriented Programming subjects (OOP). Google Classroom on PBO subjects added Java learning chatbot material from the Oracle Academy Java Foundation using the Messenger Facebook platform. Both of these learning media can help teachers in providing materials to students such as basic Java programming materials and the presentation of items about the quiz. In the quiz model that is presented by this chatbot, the students get responses of different items in the quiz about the material that is displayed in accordance with the score of the difficulty level of the problems done by the students by the Organizing Exercise Items method. In the test results, chatbot is applied to the learning of 3 classes and creating a higher final exam results with an average difference of 0.60 points from the conventional learning group. In the learning results there is also an increase in the value of post test of 0.39 points from the first test. Thus the students can interact with chatbot as a learning medium Java programming language and Chatbot can help teachers in the provision of materials and quizzes. And result of effectiveness test through ISO 9126 software quality test some aspect gets predicate very feasible to applied.
Desain Media Pembelajaran dengan Model Problem-based Learning dan Gamitifikasi untuk Materi Bangun Ruang Tingkat SMK Berbasis Virtual Rality
Admi Rut Sinana;
Herman Tolle;
Fitra Abdurrachman Bachtiar
Jurnal Teknologi Informasi dan Ilmu Komputer Vol 9 No 2: April 2022
Publisher : Fakultas Ilmu Komputer, Universitas Brawijaya
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DOI: 10.25126/jtiik.2022925627
Materi pembelajaran Bangun Ruang Matematika adalah salah satu materi dan pelajaran yang masuk ke dalam ujian Asesmen Kompetensi Minimum (AKM) pengganti Ujian Nasional (UN) pada Sekolah Menengah Kejuruan (SMK). Namun, Pelajaran Matematika menjadi salah satu pelajaran yang menjadi momok bagi kebanyakan siswa. Sehingga menjadikan siswa tertarik untuk mempelajari hal ini adalah suatu tantangan. Penelitian ini bertujuan untuk menggambarkan, menjelaskan dan menganalisis proses desain media pembelajaran dengan menggunakan pendekatan Human-Centered Design (HCD) yang digunakan dalam membangun aplikasi VR dengan menggunakan model PBL dan gamifikasi pada suatu Media Pembelajaran khususnya Bangun Ruang Matematika.Dalam penelitian ini terdapat salah satu model yang dapat diterapkan yaitu Problem-Based Learning. Problem-Based Learning merupakan model pembelajaran penyelesaian masalah, pembelajaran ini menjadikan masalah (problem) sebagai isu utamanya. Selain itu dalam penelitian ini juga digunakan model Gamifikasi (Gamification) yang merupakan pemanfaatan elemen-elemen di dalam game atau video game dengan tujuan menggugah, memotivasi para siswa dalam proses pembelajaran sehingga membantu membangun keterikatan (engagement) terhadap proses pembelajaran. Luaran yang dihasilkan dari penelitian ini adalah berupa desain model Problem Based Learning dan Gamifikasi dalam media pembelajaran materi Bangun Ruang tingkat SMK berbasis Virtual Reality yang bertujuan memotivasi siswa dalam pembelajaran sehingga membantu proses belajar mengajar Bangun Ruang. Dengan hasil uji rancangan media pembelajaran yang divalidasi oleh ahli materi memiliki persentase kelayakan 98% dan ahli media dengan persentase 89% dapat dikategorikan sangat layak untuk setuju bahwa rancangan ini dapat digunakan untuk pengembangan dan implementasi selanjutnya. AbstractGeometry Subjects is one of the materials and subjects that are included in the Asesmen Kompetensi Minimum (AKM) which replaces the Ujian Nasional (UN) at Vocational High Schools (SMK). However, Mathematics is one of the subjects that is a scourge for most students. So making students interested in learning this is a challenge. This study aims to describe, explain and analyze the design process of learning media using the Human-Centered Design (HCD) approach which is used in building VR applications using PBL and gamification models on a Learning Media, especially Geometry Subjects.In this study, there is one model that can be applied, namely Problem-Based Learning. Problem-Based Learning is a problem solving learning model, this learning makes the problem the main issue. In addition, this study also uses a gamification model which is the use of elements in games or video games with the aim of inspiring and motivating students in the learning process so as to help build engagement with the learning process. The output produced from this research is design of educational media using the Problem-Based Learning and Gamification for geometry subjects on Vocational High School - based Virtual Reality which aims to motivate students in learning so as to help the learning process of geometry subjects. With the results of the learning media design test which was validated by material experts, it had a feasibility percentage of 98% and media experts with a percentage of 89% could be categorized as very feasible to agree that this design could be used for further development and implementation.
Perancangan User Experience Aplikasi Bimbingan Akademik Mahasiswa FILKOM Menggunakan Metode Human-Centered Design
Farassulthana Azzahra Willary Yaasiin;
Herman Tolle;
Hanifah Muslimah Az-Zahra
Jurnal Teknologi Informasi dan Ilmu Komputer Vol 9 No 1: Februari 2022
Publisher : Fakultas Ilmu Komputer, Universitas Brawijaya
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DOI: 10.25126/jtiik.2022915596
Bimbingan akademik merupakan kegiatan konsultasi antara dosen penasihat akademik dan mahasiswa dalam membantu menyelesaikan masalah studi serta merencanakan studi sesuai dengan minat dan kemampuannya. Panduan Standard Operating Procedure (SOP) yang baru di Fakultas Ilmu Komputer (FILKOM) telah dikembangkan secara khusus agar dosen dan mahasiswa dapat secara berkala memantau perkembangan studi mahasiswa dan melihat kekurangan studi mahasiswa berbasiskan pada data analisis hasil studi mahasiswa. Proses evaluasi berbasiskan data akan lebih mudah dilakukan jika menggunakan suatu sistem atau aplikasi yang memiliki visualisasi data yang bersesuaian. Untuk itulah perlu dirancang pengalaman pengguna dari aplikasi Pembimbingan PA agar dapat menjadi acuan dalam pengembangan sistem nantinya. Penelitian ini membuat perancangan user experience aplikasi bimbingan akademik mahasiswa FILKOM dengan menerapkan metode Human-Centered Design (HCD) untuk membantu mengembangkan desain solusi yang fokus pada perspektif manusia ke dalam semua bagian proses pemecah permasalahan agar dapat membantu memetakan kebutuhan yang tepat bagi stakeholder dan pengguna. Hasil pengujian dengan metode usability testing menggunakan kombinasi penilaian pengujian ISO 9241-210 dan UEQ dengan detail teknik penilaian completion rate, time based efficiency, System Usability Scale (SUS), dan User Experience Questionnaire (UEQ). AbstractAcademic guidance is a consultation activity between academic advisory lecturers and students in helping to solve study problems and planning studies according to their interests and abilities. The new Standard Operating Procedure (SOP) guidelines at the Faculty of Computer Science (FILKOM) have been specially developed so that lecturers and students can periodically monitor the progress of student studies and see the shortcomings of student studies based on data analysis of student study results. The data-based evaluation process will be easier to do if you use a system or application that has the appropriate data visualization. For this reason, it is necessary to design the user experience of the PA Guidance application so that it can be a reference in the development of the system later. This study designed a user experience application for academic guidance for FILKOM students by applying the Human-Centered Design (HCD) method to help develop solution designs that focus on the human perspective into all parts of the problem-solving process in order to help map out the right needs for stakeholders and users. The test results using the usability testing method use a combination of ISO 9241-210 and UEQ testing assessments with detailed assessment techniques for completion rate, time based efficiency, System Usability Scale (SUS), and User Experience Questionnaire (UEQ).
Metode Grid-Blok Untuk Deteksi Margin Kiri Tulisan Tangan Pada Aplikasi Grafologi
waskitha wijaya;
Herman Tolle;
Fitri Utaminingrum
Jurnal Teknologi Informasi dan Ilmu Komputer Vol 5 No 1: Februari 2018
Publisher : Fakultas Ilmu Komputer, Universitas Brawijaya
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DOI: 10.25126/jtiik.201851575
Grafologi merupakan salah satu cabang ilmu psikologi yang khusus mempelajari tentang tulisan tangan. Melalui grafologi bisa diperoleh informasi tentang karakter kepribadian seseorang. Melalui perangkat mobile berbasis android, analisis grafologi akan menjadi lebih cepat dalam menampilkan pendekatan karakter kepribadian seseorang. Penelitian dilakukan dengan mengambil 42 sampel tulisan tangan dari orang yang memiliki perbedaan latar belakang. Fitur yang digunakan dalam penelitian ini adalah margin kiri pada tulisan tangan. Metode Support Vector Machine digunakan untuk mengklasifikasikan fitur hasil dari proses ekstraksi. Menggunakan metode baru yaitu Grid-double block dengan satu kali proses menghasilkan rata – rata akurasi margin kiri sebesar 69%.