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Fair Assessment pada Kolaborasi Pemodelan Persyaratan Perangkat Lunak UML Danang Wahyu Utomo; Egia Rosi Subhiyakto; Defri Kurniawan
Jurnal Nasional Teknik Elektro dan Teknologi Informasi Vol 7 No 4: November 2018
Publisher : Departemen Teknik Elektro dan Teknologi Informasi, Fakultas Teknik, Universitas Gadjah Mada

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (1266.838 KB)

Abstract

In software engineering education, students are expected to be able to collaborate with other student in team project. Based on the RPS and Software Engineering syllabus, student must be able to create SRS document in group assignment. In general, lecturers assess students based on team cohesiveness, student accuracy in answering questions, and final result of SRS documents. The weakness of the assessment model is that the lecturer cannot know student who are really active and contribute to the team. Student will get the same marks. There is no difference in marks between active and passive students. The impact, active student can become passive, because the result obtained in the presentation of final assignment is no different from the other student. It can make student contribution decrease. Student are reluctant to group in completing their final assignments. This paper aims to propose a fair assessment approach to provide an assessment that is appropriate to the composition of group assignment. Fair assessment consists of assignment component, diagram modeling, and final project. In addition, re-implementation was carried out on the previous collaborative tool by replacing the assessment model and adding some features such as friend search menu and real time discussion. The evaluation involved 55 students majority in Software Engineering to test fair assessment approach and new features of collaboration tool. The result shows that students agree that a fair assessment approach is appropriate to be used in supporting collaborative software engineering education, especially UML diagram modeling.
RMTool; Sebuah Aplikasi Pemodelan Persyaratan Perangkat Lunak menggunakan UML Egia Rosi Subhiyakto; Danang Wahyu Utomo
Jurnal Nasional Teknik Elektro dan Teknologi Informasi Vol 6 No 3: Agustus 2017
Publisher : Departemen Teknik Elektro dan Teknologi Informasi, Fakultas Teknik, Universitas Gadjah Mada

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Abstract

Requirement Engineering is one of stages in the software development. One of the challenges in requirements engineering is the use of tools in modeling the requirements. The number of requirements modeling applications does not guarantee that an analyst can model the needs appropriately for the complexity of the application, because the cost of modeling applications is too expensive to affect the use of such applications to model the requirements. Another problem faced by students on education is the difficulty in applying knowledge about software engineering. For example, if students are given a project from the industry, the requirements elicitation and modeling application are usually needed. The tools used in the industry are sometimes not suitable for education purposes. This paper aims to develop a tool for requirements modeling, to assist novice analyst in learning and classifying UML diagrams as well as learning the syntax. The tool is named RMTool, which is an object-oriented modeling tool based on web. Testing is conducted both on the developer and the user environment. Evaluation by end users involves 76 students as novice analyst to test the effectiveness and usefulness of modeling tool using questionnaire. The evaluation results show that the majority of students are satisfied using the application.
Perancangan UI (User Interface) dan UX (User Experience) Aplikasi Pembelajaran Matriks dengan Metode User Centered Egia Rosi Subhiyakto; Yani Parti Astuti
Prosiding Seminar Nasional Teknologi Informasi dan Bisnis Prosiding Seminar Nasional Teknologi Informasi dan Bisnis (SENATIB) 2023
Publisher : Fakultas Ilmu Komputer Universitas Duta Bangsa Surakarta

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Abstract

Media pembelajaran yang dapat diterapkan baik di pendidikan dasar, menengah, maupun pendidikan tinggi beragam jenisnya. Salah satu media pembelajaran yang dapat diterapkan di pendidikan adalah dengan pembelajaran berbasis teknologi informasi. Penggunaan aplikasi game dewasa ini menjadi trend pembelajaran yang tidak membosankan dan cenderung mengasyikan. Materi matriks dan ruang vektor merupakan salah satu materi yang termasuk dalam rumpun ilmu matematika. Penelitian ini bertujuan untuk mengembangkan aplikasi pembelajaran matriks. Penelitian ini berfokus pada perancangan user interface dan user experience dari aplikasi pembelajaran matriks. Metode perancangan yang digunakan adalah metode user centered design. Tahapan penelitian mengikuti alur tahapan dalam metode user centered design, yang dimulai dari tahap memahami konteks pengguna, menentukan kebutuhan pengguna, solusi perancangan dan evaluasi perancangan. Berdasarkan evaluasi perancangan menggunakan metode heuristic evaluation dan severity ratings didapatkan hasil bahwa dari 10 prinsip heuristic evaluation terdapat 2 kesalahan minor di prinsip 5 dan 6. Sehingga dapat disimpulkan bahwa penelitian ini berhasil membuat perancangan antarmuka yang sesuai dengan harapan calon pengguna. Penelitian selanjutnya adalah mengembangkan perancangan high fidelity dan kemudian mengimplementasikan dalam bentuk aplikasi game.
Implementasi Algoritma Convolutional Neural Network (CNN) Untuk Klasifikasi Jenis Tanah Berbasis Android Yani Parti Astuti; Egia Rosi Subhiyakto; Indah Wardatunizza; Etika Kartikadarma
Jurnal Informatika: Jurnal Pengembangan IT Vol 8, No 3 (2023)
Publisher : Politeknik Harapan Bersama

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30591/jpit.v8i3.5026

Abstract

Bawen District is one of the sub-districts in Semarang Regency, Central Java. This region has an area of land used for agriculture around 63.29%. In this area the population still uses soil as a planting medium. Soil is one of the planting media which plays an important role for the survival of plants. With so many types of soil that have different properties and characteristics, the treatment of these soils is also different. So it is necessary to have a soil classification to know how to manage the soil properly. To facilitate the classification of soil types, Deep Learning technology can be utilized with images as input which are then processed using the Convolutional Neural Network (CNN) algorithm. In order to get a model that has a high level of accuracy, an experiment was carried out on several influential parameters and an evaluation of the model was carried out using a confusion matrix. The confusion matrix has several values such as accuracy, precision, recall, and f1-score. Tests have been carried out and the results of this study are models that have a training accuracy of 97% with a loss value of 0.0880 and a testing accuracy of 95% with a loss value of 0.1513.
Pengembangan Aplikasi Katalog Perpustakaan Terintegrasi Menggunakan Metode RESTful pada Perpustakaan Kota Semarang dan Perpustakaan Daerah Jawa Tengah Egia Rosi Subhiyakto; Yani Parti Astuti; Novita Kurnia Ningrum
Jurnal Informatika: Jurnal Pengembangan IT Vol 3, No 2 (2018): JPIT, Mei 2018
Publisher : Politeknik Harapan Bersama

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30591/jpit.v3i2.834

Abstract

Development of technology allows access to information becomes an easy thing to do. Along the way, the majority of agencies, both private and government, have an adequate source of information in the form of website applications. The use of website applications is growing in terms of access to information. It is not unusual that access to the current library catalog more uses an information system. The problem arises when the number of library catalogs that can be accessed but still separate, in the sense of having to move from one website to another website to access the catalog. The existence of web service technology is a solution to connect access one website application with another website. In this research, the library catalog access is integrated. The library is a case study of the library of Semarang City and Central Java Regional Library. The method used in this research is a light RESTful method in resource consumption so that it can be more efficient. The catalog integration application has been successfully built using the PHP programming language and MySQL database. Evaluation results show the application has been built, have a satisfactory performance, easy to use, useful and the majority of users are satisfied to use the application.
Pendampingan Penggunaan Media Pembelajaran Game Edukasi "Code.org" bagi Siswa SMP Ibu Kartini Semarang Yani Parti Astuti; Egia Rosi Subhiyakto; Liya Umaroh; Totok Sutojo; Catur Supriyanto
ABDIMASKU : JURNAL PENGABDIAN MASYARAKAT Vol 7, No 1 (2024): JANUARI 2024
Publisher : LPPM UNIVERSITAS DIAN NUSWANTORO

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.62411/ja.v7i1.1799

Abstract

Transformasi pendidikan lewat kebijakan merdeka belajar adalah perwujudan demi mewujudkan SDM Unggul Indonesia yang memiliki Profil Pelajar Pancasila. Merdeka belajar ditujukan untuk jenjang pendidikan dasar dan pendidikan menengah seperti SMP/SMA/SMK/Sederajat. Jenjang SMP yang pada kurikulum 2013 tidak ada mata pelajaran TIK, tapi pada saat akan masuk SMA dituntut untuk bisa materi TIK secara dasar. Untuk itu tim pengabdian Udinus menawarkan adanya suatu kerja sama yang intinya memberi pelatihan dan pendampingan kepada siswa – siswa SMP Ibu Kartini belajar materi tentang TIK. Agar materi yang akan diberikan tidak membosankan, maka materi tersebut akan diambil tema game edukasi. Banyak geme edukasi yang tersebar di dunia teknologi saat ini, maka tim pengabdi memilih metode yang sesuai dengan siswa SMP dan bisa menjadi bekal siswa – siswa tersebut dalam menghadapi program merdeka belajar saat SMA nanti. Metode yang akan diambil adalah metode pemahaman logika dalam pemrograman computer yang ada pada game edukasi code.org. Dalam game tersebut siswa bisa mengerjakan 20 game yang tingkat kesulitannya berdasarkan logika pemrograman computer yang nantinya akan dipelajari di SMA. Dengan pelatihan game edukasi ini, siswa bisa benar – benar mengerti tentang logika pemrograman. Pada akhir pelatihan ini, siswa akan mendapatkan sertifikat dari code.org bila bisa menyelesaikan 20 game dengan benar.
Pendampingan Pembuatan Konten Youtube Bagi Siswa SMA At Thohiriyyah Semarang yani parti astuti; Egia Rosi Subhiyakto; Erlin Dolphina; Totok Sutojo; Fauzi Adi Rafrastara; Etika Kartikadarma
ABDIMASKU : JURNAL PENGABDIAN MASYARAKAT Vol 7, No 2 (2024): MEI 2024
Publisher : LPPM UNIVERSITAS DIAN NUSWANTORO

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.62411/ja.v7i2.2261

Abstract

The extraordinary use of YouTube at this time indicates that developments in the world of technology are very rapid. But it must always be aware that technological developments also affect the psychological development of children. As is the case at the age of children - teenagers who sometimes cannot control. The development of the use of technology, information and communication in the digital world has had various impacts on our lives. As happened at SMA At Thohiriyyah Semarang, which has a middle to lower economic background and is located on the outskirts of East Semarang. At that high school, the students still don't understand the correct use of YouTube. They just watch content that is sometimes not useful. With these problems, they must be given assistance on how to use YouTube properly. For this reason, they must be made active in using YouTube by having an account and being able to create useful content for other people. Apart from that, they are expected to be able to entertain other people through the content they create