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Designing of english challenge mobile game application as the media of english language learning Vito Pratama Putra Setyadharma; Emi Iryanti; Indra Hidayatulloh; Novanda Alim Setya Nugraha
Journal of Engineering and Applied Technology Vol 1, No 1 (2020): (March)
Publisher : Faculty of Engineering, Universitas Negeri Yogyakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21831/jeatech.v1i1.34756

Abstract

English became the first foreign language that came to Indonesia in 1967. The human needs of English can already be seen through lots of official scientific works in English and its intense competitions globally. However, still, many people finds it difficult to learn English, for example, the difficulty in understanding tenses, differences between writing, reading and pronouncing. By relying on the latest features on smartphone, which on the mean time, smartphone is one of many gadgets that is the most practical to use in anywhere and anytime, plus, with gaming contents as the best multimedia entertainer application, learning English will be more interactive and easier to use. In this research, Construct 2 is used as The Developer App and Game Development Life Cycle (GDLC) method of Rido Ramadan and Yani Widyani’s version is used as The Development Method. The game system tested by using black box and by giving out Questionnaire for User Interface Satisfaction to 24 respondents, to test the system’s usability. It resulted 80,83% for the whole of the system,  meaning that the whole system is quiet interesting in the respondents’s view. Then, the screen display gained 80,41%, this means that the screen display is very interesting and did not confuse the respondents. Technology and information game gained 75,41%, this means that the information contained in the game is quiet good, however, further development is needed. The introduction of the game’s system gained 71,63%, means that some of the system’s ability did not run effectively and needed further repairment and development. The last, usability and user interface gained 76,25%, this means that the game is quiet interactive to the respondents.  
Hybrid method integrating SQL-IF and Naïve Bayes for SQL injection attack avoidance Faisal Yudo Hernawan; Indra Hidayatulloh; Ipam Fuaddina Adam
Journal of Engineering and Applied Technology Vol 1, No 2 (2020): (August)
Publisher : Faculty of Engineering, Universitas Negeri Yogyakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21831/jeatech.v1i2.35497

Abstract

Web applications are the objects most targeted by attackers. The technique most often used to attack web applications is SQL injection. This attack is categorized as dangerous because it can be used to illegally retrieve, modify, delete data, and even take over databases and web applications. To prevent SQL injection attacks from being executed by the database, a system that can identify attack patterns and can learn to detect new patterns from various attack patterns that have occurred is required. This study aims to build a system that acts as a proxy to prevent SQL injection attacks using the Hybrid Method which is a combination of SQL Injection Free Secure (SQL-IF) and Naïve Bayes methods. Tests were carried out to determine the level of accuracy, the effect of constants (K) on SQL-IF, and the number of datasets on Naïve Bayes on the accuracy and efficiency (average load time) of web pages. The test results showed that the Hybrid Method can improve the accuracy of SQL injection attack prevention. Smaller K values and larger dataset will produce better accuracy. The Hybrid Method produces a longer average web page load time than using only the SQL-IF or Naïve Bayes methods.