6 research outputs found

    Senibina rangka kerja dan algoritma bagi sistem pemilihan kursus kokurikulum

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    Kajian ini telah dijalankan untuk membantu pelajar dalam membuat pemilihan kursus ko-kurikulum di universiti. Sistem prototaip yang dibangunkan ini adalah merujuk kepada data yang diambil di Universiti Utara Malaysia (UUM).Sistem yang menggunapakai teknik Proses Hierarki Analitik (PHA) telah diuji pengiraannya dengan menggunakan perisian Ms Excel.Hasil pengiman sistem adalah tepat dan berkesan bagi membantu pelajar dalam membuat pemilihan kursus kokurikulum yang bersesuaian.Di samping itu, algoritma dan rangka kerja umum serta komponen sistem yang terlibat juga dipersembahkan.Didapati bahawa rangka keja ini sesuai diaplikasikan kepada mana-mana sistem yang menggunapakai PHA sebagai teknik dalam membangunkan perisian

    Kajian pembelajaran alternatif kursus pengurusan pelabuhan melalui board game

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    Kaedah pengajaran tradisional iaitu secara syarahan dan pembelajaran melalui nota kuliah untuk kursus PMG3073 Pengurusan Pelabuhan perlu digantikan dengan idea pembelajaran aktif yang memberi tumpuan kepada menggalakkan penemuan pengetahuan oleh pelajar melalui alat dan kaedah yang lebih inovatif.Salah satu alat inovatif yang boleh digunakan ialah board game.Tumpuan kajian ini ialah membangunkan model aliran proses hasil daripada pemerhatian aktiviti yang berlaku di pelabuhan, uji main board game yang berada di pasaran dan semakan silibus kursus PMG3073 Pengurusan Pelabuhan.Hasil daripada model yang dibangunkan sebuah prototaip board game dihasilkan dengan menyesuaikan mekanik-mekanik permainan untuk proses yang diwakilkan. Uji main telah dilakukan untuk memastikan board game mencangkupi kandungan silibus kursus. Secara keseluruhannya, kajian ini mencadangkan penggunaan board game di dalam kuliah dapat membantu meningkatkan pemahaman pelajar

    An integrated algorithm of analytical network process with case-based reasoning to support the selection of an ideal football team formation and players

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    Many approaches have been described ranging from simple checklists to complex mathematical programming models for the benefit of sports improvisation. However, there are very few algorithms or decision engines available that could actually be used by decision-makers to aid in the process of forming a football team. This research constructs a self-generated calculation algorithm as a decision engine in a practical, user-friendly Decision Support System to determine the best team formation and the suitable playing position for players in a football team. A new combined decision model which integrates Analytical Network Process and Case-based Reasoning was developed. The algorithm converts the model to coding, structures the process of entering data, automates the calculations and presents the results in a well-organized and suitable interfaces for the team managerial review purposes. In order to demonstrate the feasibility of the algorithm, the engine was tested in the real application of football team management. The system is organized into two combined components: weight calculation for each player to estimate their strength and simulation for suitable formation when facing opponents. Then, the system will select the appropriate players to be placed in the specified formation. The system was implemented to Kedah Football Association (KFA) where several experimental data were tested. The system can provide the team formation and players, and calculate the strength of the KFA team to justify its winning and loss of 2019 FA Cup and Malaysia Cup final matches respectively. This system can help coaches to solve problem regarding the strong team development with available players and motivate the use of decision technologies in sports able to match the results from the real world implementation

    Identifying Players’ Selection Criteria for the Development of Decision Support System for Football and Hockey

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    There’s a lot of opportunity for improvement from the past research for better DSS development to be used by the coach for the selection of players, assignation of player’s position and selection of the team formation. But, it is vital to understand first the criteria for the selection of a player from a coach’s point of view. This paper discusses the characteristics of football and hockey, which make both sports different yet similar to each other. The discussion is then extended to the elements of main criteria being considered by the coaches for the players to be said to have enough quality to be listed in the main team. Furthermore, the team organization or strategies for both sports are also reviewed in studying the similarities between them. The purpose is to create a systematic foundation for the Decision Support System (DSS) to be built are relevant to be used by the coaches or the managers of both sports

    Research design of decision support system for team sport

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    This paper proposes a suitable research procedure that can be referred to while conducting a Decision Support System (DSS) study, especially when the development activity of system artifacts becomes one of the research objectives.The design of the research procedure was based on the completion of a football DSS development that can help in determining the position of a player and the best team formation to be used during a game.After studying the relevant literature, we found that it is necessary to combine the conventional rainfall System Development Life Cycle (SDLC) approach with Case Study approach to help in structuring the research task and phases, which can contribute to the fulfillment of the research aim and objectives
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