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Evaluating Conceptual Framework for Landslides Natural Disaster Management using Feature Analysis Puad Siswahyudi; Fatwa Ramdani; Fitra A Bachtiar
Journal of Information Technology and Computer Science Vol. 4 No. 3: Desember 2019
Publisher : Faculty of Computer Science (FILKOM) Brawijaya University

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (2355.264 KB) | DOI: 10.25126/jitecs.201943128

Abstract

Landslides is the top rank disaster in the number of incidents in Batu City. Currently, the handling of landslides in Batu City still lack preparation in preparedness phase. In preparedness phase, as an early step before a landslide take place, need a systematic disaster management. The disaster management refers to the use of a framework as a guideline to understand disasters that will occur. Batu City have developed a framework as a guideline for landslide management, but the quality and maturity are questionable. Therefore, this study proposes an evaluation of conceptual framework for landslides natural disaster management. The specific objective is to know the quality of proposed framework, find the weakness and strength. Evaluation is held by using featured based analysis which using seven criteria i.e. background, goal, model, content, legitimation, implementation and contribution. The result shows that the framework  is feasible to use as a guideline to manage the landslide management in preparedness phase in Batu City.
Geometrial: Development of Educational Digital Game for Combined Two-Dimensional Figure Learning Ahmad Fairuzabadi; Herman Tolle; Fitra A Bachtiar; Ahmad Afif Supianto
Journal of Information Technology and Computer Science Vol. 7 No. 1: April 2022
Publisher : Faculty of Computer Science (FILKOM) Brawijaya University

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.25126/jitecs.202271339

Abstract

Mathematics is one of the subjects that is often considered difficult and boring for students. This is evidenced by the poor scores obtained by the students. One of the chapters that are considered difficult is the geometry chapter, especially on the topic of combined two-dimensional figures studied by students at the Vocational High School (SMK) level. Spatial skills are needed for students to be able to solve combined two-dimensional figures questions, which to learn will be very difficult without using assisted learning media. While the learning so far is still using the conventional learning approach which is considered boring for students. This is due to the absence of learning media that is fun and can be easily accessed by students. This study tries to present a solution to this problem in the form of a mobile-based educational digital game design that can be accessed by all students. This digital educational game is called Geometry. This study uses Research & Development (R&D) combined with the Agile-Extreme Programming method to develop this educational digital game. Tests were carried out using an expert validation approach to game prototypes. This study uses a questionnaire that adapts the Computer System Usability Questionnaire (CSUQ) to assess the usability aspect of the game system built. Meanwhile, to assess this game from the point of view of educational media, this study used an evaluation questionnaire of material experts and media experts. The development process occurs in 3 iterations of development which includes the ideation, conceptualization, and prototyping stages. The results obtained from the assessment of material experts are 88.9% in the aspect of material suitability, and 85.7% in the suitability aspect of learning evaluation. While the results of the assessment obtained from media experts were 77.1% on the software engineering aspect, 76.3% on the visual design aspect, 80% on the media design aspect, and 77.6% on the system usability aspect (CSUQ).