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Journal : JOURNAL OF INFORMATION SYSTEM RESEARCH (JOSH)

Penggunaan Metode Game Development Life Cycle (GDLC) Untuk Memudahkan Belajar Bahasa Inggris Dalam Media Game Rijal Agus Rusmana; Asriyanik Asriyanik; Iwan Rizal Setiawan
Journal of Information System Research (JOSH) Vol 4 No 4 (2023): Juli 2023
Publisher : Forum Kerjasama Pendidikan Tinggi (FKPT)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.47065/josh.v4i4.3578

Abstract

The development of information and communication technology has developed rapidly in various fields such as in the field of education and the field of play. Technology that is often used in all circles is a smartphone, the use of smartphones in addition to work can also be used to play. Ownership of smartphones according to the survey approximately 81.7% are used to send messages, regarding education, especially English learning according to the EF EPI survey (Englisg Profiency Index) Indonesia is in position 80 in Asia and includes low profiency. It can be concluded that there are still many Indonesian people, especially elementary school children, who still do not know about English. Therefore, a solution is made to introduce English with the theme of writing (writing) on game media, in making this educational game using the GDLC (game development life cycle) method. Educational games need development because many of the mechanics in educational games have passive mechanics, therefore in this game added mechanics, namely endless runner. After making the Tiny Man Genius game, tests were carried out on elementary school children in grades 4 and 6 based on the results of the pre-test and post-test conducted, it looks quite good even though in the pre-test session 81.3% were still below 100 with a maximum score of 200, but in the second experiment, the post-test increased, namely 93.8% increased and 87.5% with scores above 100. After conducting the test, the children stated that 68.8% helped in learning English.
Penerapan Algoritma Dijkstra dengan metode SAW dan Haversine Pada Pencarian Rute Terdekat Menemukan Titik Pemberhentian Angkot Kota Sukabumi Zaldi Arif Mulkan; Iwan Rizal Setiawan; Fathia Frazna
Journal of Information System Research (JOSH) Vol 4 No 4 (2023): Juli 2023
Publisher : Forum Kerjasama Pendidikan Tinggi (FKPT)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.47065/josh.v4i4.3661

Abstract

Angkot (City Transportation) in Sukabumi City is a popular public transportation system and is one of the main means of transportation for local residents and visitors to move around in the city with so many lanes each that the angkot itself passes, 19 route routes which cause so many problems for the community and outsiders of Sukabumi in finding angkot stop points so that it slows down time and is inefficient. Therefore, to make it easier to find angkot stopping points, Dijkstra's algorithm was chosen. Dijkstra's algorithm is the shortest route search algorithm by relying on the smallest value weight and calculating all neighboring nodes to find the smallest value. Researchers used 2 methods used, namely the SAW and Haversine methods. SAW method (Simple Additive Weighting Method). This method is for carrying out weighted sums based on 3 criteria for road width, distance traveled and estimated time and then normalizing the data to ranking. the haversine method is to calculate distances based on lattitude and lontitude. Initiate from the starting point to the destination point with a graph using Dijkstra's algorithm to produce a 30 iteration focus point generated by Dijkstra's algorithm, then evaluate the model by reaching other paths to the destination point.The results obtained in the search for the closest route using the two SAW and Haversine methods, after calculating all the paths passed from the starting point V117 (Bayangkara Street) - V82 (R.E Martadinata Street) obtained the results of the shortest route obtained, namely V117 - V118 - V131 - V130 - V132 - V133 - V134 - V138 - V137 - V110 - V82. Looking for the closest route from the starting point to the destination location determined by the researcher with the final result in the form of a Web-based application.