487,228 research outputs found

    Game E-Learning Code Master dengan Konsep Mmorpg Menggunakan Adobe Flex 3

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    The research objective is to design a web-based e-learning game that could be used to be a learning facility of C language programming and as an online game so it could be enjoyed by everybody easily in internet. Flex USAge in this game online is to implement RIA (Rich Internet Application) concept in the game so e-learning process is hoped to be more interesting and interactive. E-learning game is also designed in MMORPG (Massively Multiplayer Online Role Playing Game) concept. The research method used is analysis and design method. Analysis method is done through literature study, user analysis, and similar game analysis. Meanwhile, design method is about monitor display, gameplay and system design. The conclution of this research is that this game provides an interesting learning media of C language program accordingly to subject material at class and also easier to use through website

    Designing E-Commerce Applications for Learning Products in University

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    E-commerce applications to sell various products produced by students in higher education can increase income-generating. However, a few universities still use e-commerce to sell student products, especially learning products. This research aims to produce an e-commerce application for web-based learning products in universities. The research method is development research with a research design using the waterfall model. The waterfall model procedure consists of analysis, design, coding, and testing. The system design uses Unified Modeling Language (UML) modeling such as context diagrams, class diagrams, use case diagrams, and activity diagrams. The system's coding uses the PHP programming language, Jquery, and the Boostrap Framework. The testing stage is through black-box analysis carried out by experts in the field of system design, with the results of testing each case being well-integrated and feasible to be applied. The result of the research is a web-based e-commerce application that sells learning products in universities

    Interactive Optimization Programs for Initial Propeller Design

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    This thesis presents two methods for initial design propeller optimization using constrained non- linear programming. The process uses the Nelder-Mead simplex algorithm. The Wageningen B-series optimal propeller selection is presented along with the combined annular momentum theory and blade element theory optimization. Both techniques require preliminary hull and engine design characteristics, but do not necessitate extensive background knowledge of pro- pellers and their calculations. A comparison of the two methods shows the combined annular momentum theory and blade element theory optimization produces the more e cient propeller. The optimization programs were designed with a graphic user interface implemented in the programming language Python

    A BIOMETRIC AUTHENTICATION SYSTEM FOR ELECTRONIC EXAMINATION

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    Electronic examination system was introduced into the examination system to overcome the stress and the time consumption factors commonly experienced in the traditional paper-based examination system. In both the traditional and the e-examination system, eligible students are allowed to write examination only after they have been manually authenticated by invigilators. However, impersonation problem persist owing to human or examiner error which occur when examiners cannot distinctively distinguish each student (e.g. in the case of twins). This paper attempts to address the problem by proposing fingerprint biometric authentication technologies to curb unethical conduct during electronic examination. The fingerprint biometric device has the ability of identifying unique biological characteristics of student. The e-examination system is made up of four phases; Registration, Verification, Examination and Submission phases. Two categories of software were used: the system software and the application software. The system software consists of the operating system which is Windows XP professional Service Pack 2 and the application software architecture is C# programming language. C# is a multi-paradigm programming language encompassing strong typing, imperative, declarative, functional, procedural, generic, object-oriented (class-based) and component-oriented programming disciplines. C# was used to implement the design because of its interactiveness and good functionalities in graphical outputs. Testing the new design with data, the result shows a system that can administer examination effectively.   Keywords: ,, , &nbsp

    E-Modul Dasar Pemrograman berbasis Android sebagai Media Pembelajaran Bahasa Bahasa C++

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    The basis of programming is to master the basic programming languages, one of which is C++. However, in its application, Hamzanwadi University students are constrained in understanding the C++ language due to the syntax and structure of C++, and the modules used are less specific in content. Our research's objective is to design/develop an android-based C++ programming base e-module while taking into account user feedback on how well users comprehend the fundamental ideas behind the C++ language. ADDIE is the model used to create this E-module, and the type of data used is quantitative. Questionnaires were used to collect the data, which was then quantitatively examined. 22 users and students who attended lectures on basic programming served as the study's subjects.. Our findings suggest that this product has a menu in it: intro page, material menu page, main menu page, video menu, hint menu, and profile menu. The findings of the media experts' assessment came in at 83% (very plausible), and the results of the material experts' assessment came in at 85%. (very feasible). Meanwhile, there was a strong response. Users scored 83% and were labeled as having extremely high proficiency. A high-quality medium or application is deserving of usage and has a very high response rate, allowing users to advance their understanding of C++ programming

    Light programming language

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    The increase of computing power in the last decades allowed for the creation and establishment of many high level programming languages such as Java and Python. In these languages, control over the hardware is often neglected in favor of more convenient abstractions for the programmer that offer some important guarantees (such as memory safety). At the same time, older lower level languages, such as C, are still considered one of the few viable options for systems programming. This work proposes a new low level programming language called Light that makes use of meta-programming ideas, commonly present in higher level, interpreted languages, in a compiled one. Light is a lower level, statically typed language that focuses on simplicity, consistent syntax and understandability. It has minimal runtime, no garbage collection and is composed of a simple core with a meta-programming layer built on top. We will present the complete language design and its compiler implementation. The objective of this work is to provide a general purpose system language that uses meta-programming to complement the base language as a tool to the programmer for building software.O aumento em poder computacional nas últimas decadas permitiram a criação e estabelecimento de diversas linguagens de programação de alto nível como Java e Python. Nessas linguagens, controle sobre o hardware é constantemente esquecido em favor de abstrações mais convenientes para o programador que oferencem algumas garantias importantes (como segurança de memória). Ao mesmo tempo, antigas linguagens de baixo nível como C, ainda são consideradas uma das poucas alternativas para linguagens de sistema. Esse trabalho propõe uma nova linguagem de programação de baixo nível chamada Light que faz uso de conceitos de meta-programação, comumente presentes em linguagens interpretadas de alto nível, em uma linguagem compilada. Light é uma linguagem de baixo nível, estaticamente tipada com foco em simplicidade, consistência de sintaxe e compreensibilidade. Possui ambiente de execução mínimo, não possui coletor de lixo e é composta de um núcleo simples com uma camada de meta-programação construída por cima. Nós apresentaremos o projeto completo da linguagem e a implementação de seu compilador. O objetivo deste trabalho é oferecer uma linguagem de sistema de uso geral que utiliza-se de meta-programação para complementar a linguagem base como uma ferramenta para o programador construir software

    PEMBANGUNAN E-COMMERCE ROSOK ONLINE BERBASIS WEB

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    The trade of trashy is very promising, but we will find some obstacles like the expansion of marketing area. We can imagine, there are many people who expand their marketing area by manual tool and we can say they are just using vehicle. The purpose of this study is to design an information system “ROSOK ONLINE” to help expansion marketing area. To help realize this purpose of course need “E-Commerce ROSOK ONLINE” and design of this application using a data flow diagram. This program uses a PHP programming language, and MYSQL database. Hopefully, creating an E-Commerce information system can make the expansion marketing larger are more large and of course more effective. keywords: PHP, MySQL, E-commerce

    Botbeans

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    Programming can be a daunting task from a beginner’s perspective. Since earlier times of computer programming, tools have been designed and developed in order to make programming friendlier to beginners. However the majority of these tools target beginners that are already motivated and have an idea of what computer programming is. This allows these tools to skip the initial requirements for learning how to program since these beginners will compensate with their motivation and effort. This thesis describes a learning tool called Botbeans. By using a new hybrid visual programming language with a tangible interface, Botbeans creates a highly motivating and collaboration friendly environment to present what is programming to a user that never had previously contact with it. The design and implementation of Botbeans are described and the results of some initial experiments with students are analysis.Aprender a programar pode ser uma tarefa difícil e assustadora do ponto de vista de um iniciante. Desde dos tempos iniciais da programação diversas ferramentas foram desenvolvidas com o intuito de tornar a aprendizagem da programação mais amigável a iniciantes. Algumas destas ferramentas têm como publico alvo iniciantes já altamente motivados para a programação e já com uma ideia do que esta é e para que serve. Isto permite a estas ferramentas saltar alguns dos pré-requisitos necessários para começar a aprender a programar, visto que este tipo de iniciante irá compensar com a sua motivação e empenho. Esta tese descreve uma ferramenta de aprendizagem chamada Botbeans que utilizando uma linguagem gráfica híbrida e uma interface tangível cria um ambiente altamente motivante para demonstrar o que é a programação e para que serve a um utilizador que nunca teve contacto com esta. O design e desenvolvimento do Botbeans são descritos ao longo da tese assim como os testes inicias já efectuados

    The development of design guidelines for educational programming environments

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    Introductory programming courses at university are currently experiencing a significant dropout and failure rate. Whilst several reasons have been attributed to these numbers by researchers, such as cognitive factors and aptitude, it is still unclear why programming is a natural skill for some students and a cause of struggle for others. Most of the research in the computer science literature suggests that methods of teaching programming and students’ learning styles as reasons behind this trend. In addition to the choice of the first programming language taught. With the popularity of virtual learning environments and online courses, several instructors are incorporating these e-learning tools in their lectures in an attempt to increase engagement and achievement. However, many of these strategies fail as they do not use effective teaching practices or recognise the learning preferences exhibited by a diverse student population. Therefore this research proposes that combining multiple teaching methods to accommodate different learners' preferences will significantly improve performance in programming. To test the hypothesis, an interactive web based learning tool to teach Python programming language (PILeT) was developed. The tool’s novel contribution is that it offers a combination of pedagogical methods to support student’s learning style based on the Felder-Silverman model. First, PILeT was evaluated by both expert and representative users to detect any usability or interface design issues that might interfere with students’ learning. Once the problems were detected and fixed, PILeT was evaluated again to measure the learning outcomes that resulted from its use. The experimental results show that PILeT has a positive impact on students learning programming
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