Muttaqin, Faisal
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FACILITATING EDUCATIONAL CONTENTS OF DIFFERENT SUBJECTS WITH CONTEXT-AGNOSTIC EDUCATIONAL GAME: A PILOT CASE STUDY Atmaja, Pratama Wirya; Muttaqin, Faisal; Sugiarto, Sugiarto
Register: Jurnal Ilmiah Teknologi Sistem Informasi Vol 6, No 1 (2020): January-June
Publisher : Information Systems - Universitas Pesantren Tinggi Darul Ulum

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.26594/register.v6i1.1726

Abstract

Educational games are increasingly popular and successful in facilitating various subjects and educational topics. Developing the games are often costly as the developers need to develop specific game content to facilitate each different educational content. One solution to the cost problem is the context-agnostic approach, which allows a game to facilitate educational contents of different subjects or educational topics with zero or minimal modifications to its game content. However, researches on the approach are still scarce, including those aimed at examining real-world applications of the approach. This case study was intended to fill the research gap by examining the application of a context-agnostic educational platformer game in a higher education scenario. The game was used to present educational contents of binary number system and ASCII codes, where both are taught in Informatics Engineering Department. The game was context-agnostic because it was able to flexibly assign educational content elements to various objects in its gameplay. Activity Theory-based Model of Serious Games (ATMSG) was used to guide the design of our educational game. The experiment was conducted with the participation of 60 first-year students of Informatics Engineering Department. The results show that the game can facilitate a more fun and engaging class session for the two educational topics without requiring any changes to the game content. The implication of the results and the implementation complexity of the context-agnostic approach are also discussed.
RANCANG BANGUN SISTEM REKOMENDASI PENCARIAN PRODUK PROPERTI DENGAN MENGGUNAKAN METODE ASSOCIATION RULE DI PT.BRIGHTON pramitha sari, nova; Aji Putra, Chrystia; Muttaqin, Faisal
Jurnal Informatika dan Sistem Informasi (JIFoSI) Vol. 1 No. 2 (2020): JIFoSI Volume 1, No 2: Juli 2020
Publisher : Fakultas Ilmu Komputer Universitas Pembangunan Nasional Veteran Jawa Timur

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (245.149 KB)

Abstract

PT Brighton mengembangkan sistem informasi penjualan properti dengan memberikan fitur pencarian dan informasi properti berdasarkan kategori seperti rumah, ruko, kantor, rumah kos dan lain sebagainya, ukuran rumah, status properti dijual atau disewakan, status surat kepemilikan, fasilitas atau isi rumah dan lokasi properti berdasarkan daerah provinsi dan kota. Dalam pencarian properti ada tipe pengguna yang belum mengetahui kebutuhan secara spesifik sehingga diberikan fasilitas rekomendasi agar pengguna mengetahui properti yang dibutuhkan. Penelitian ini menggunakan Appriori dengan algoritma Association Rule untuk pemberian rekomendasi dimana sistem mencari pola hubungan antar satu atau lebih dari item produk dalam suatu dataset. Sistem mencatat detail iklan yang dilihat oleh pengguna sehingga terbentuk dataset untuk dianalisa. Setiap atribut data yang dicatat diberi nilai bobot berdasarkan frekuensi data tersebut tampil dalam proses pencarian yang dilakukan oleh pengguna. Hasil yang didapat dari penelitian ini adalah diambil dari 6 detail iklan yang telah dilihat atau dicari oleh salah satu pengguna terbentuk 5 aturan asosiasi dengan minimum support 3 dan minimum confidance 100%. Kata Kunci: Association Rule, Algoritma Apriori, Data Mining, Rekomendasi
Facilitating educational contents of different subjects with context-agnostic educational game: A pilot case study Atmaja, Pratama Wirya; Muttaqin, Faisal; Sugiarto, Sugiarto
Register: Jurnal Ilmiah Teknologi Sistem Informasi Vol 6, No 1 (2020): January
Publisher : Information Systems - Universitas Pesantren Tinggi Darul Ulum

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.26594/register.v6i1.1726

Abstract

Educational games are increasingly popular and successful in facilitating various subjects and educational topics. Developing the games are often costly as the developers need to develop specific game content to facilitate each different educational content. One solution to the cost problem is the context-agnostic approach, which allows a game to facilitate educational contents of different subjects or educational topics with zero or minimal modifications to its game content. However, researches on the approach are still scarce, including those aimed at examining real-world applications of the approach. This case study was intended to fill the research gap by examining the application of a context-agnostic educational platformer game in a higher education scenario. The game was used to present educational contents of binary number system and ASCII codes, where both are taught in Informatics Engineering Department. The game was context-agnostic because it was able to flexibly assign educational content elements to various objects in its gameplay. Activity Theory-based Model of Serious Games (ATMSG) was used to guide the design of our educational game. The experiment was conducted with the participation of 60 first-year students of Informatics Engineering Department. The results show that the game can facilitate a more fun and engaging class session for the two educational topics without requiring any changes to the game content. The implication of the results and the implementation complexity of the context-agnostic approach are also discussed.
Sistem Pedukung Keputusan Penentuan Penerima Beasiswa Bidik Misi Dengan Metode AHP Rahmadsyach, Mochammad Taufiq; Hanindia Prami Swari, Made; Muttaqin, Faisal
Jurnal Informatika dan Sistem Informasi (JIFoSI) Vol. 2 No. 3 (2021): JIFoSI Volume 2, No 3: November 2021
Publisher : Fakultas Ilmu Komputer Universitas Pembangunan Nasional Veteran Jawa Timur

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.2234/jifosi.v2i3.364

Abstract

Beasiswa bidikmisi merupakan sebuah program bantuan dana dari universitas kepada mahasiswa yang membutuhkan. Pada setiap tahunnya terdapat banyak mahasiwa mendaftar untuk medapatkan bantuan beasiswa bidikmisi, dan tentu saja pihak dari Universitas harus melakukan verifikasi untuk menentukan siapa yang berhak dalam mendapatkan bantuan beasiswa tersebut. Maka oleh itu adanya sebuah sistem pendukung keputusan diperlukan untuk membantu Universitas dalam melakukan penyeleksian mahasiswa mana yang berhak mendapatkan bantuan beasiswa bidikmisi. Dalam penilitian pembuatan sistem pendukung keputusan penentuan penerima beasiswa bidikmisi ini, menggunakan dua metode yaitu metode Analytic hierarchy process(AHP). Hasil dari akhir dari penelitian ini adalah yaitu adanya sebuah hasil perangkingan penerimaan beasiswa bidikmisi, dan hasil diurutkan dari urutan paling atas hingga kebawah menuju batas maksimal kouta penerimaan beasiswa. Adapun hasil presentase pebanding dengan hasil real dengan hasil sistem sebesar 60%