4 research outputs found

    MALICIOUS TRAFFIC DETECTION IN DNS INFRASTRUCTURE USING DECISION TREE ALGORITHM

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    Domain Name System (DNS) is an essential component in internet infrastructure to direct domains to IP addresses or conversely. Despite its important role in delivering internet services, attackers often use DNS as a bridge to breach a system. A DNS traffic analysis system is needed for early detection of attacks. However, the available security tools still have many shortcomings, for example broken authentication, sensitive data exposure, injection, etc. This research uses DNS analysis to develop anomaly-based techniques to detect malicious traffic on the DNS infrastructure. To do this, We look for network features that characterize DNS traffic. Features obtained will then be processed using the Decision Tree algorithm to classifyincoming DNS traffic. We experimented with 2.291.024 data traffic data matches the characteristics of BotNet and normal traffic. By dividing the data into 80% training and 20% testing data, our experimental results showed high detection aacuracy (96.36%) indicating the robustness of our method

    Modifikasi Metode Procedural Content Generation untuk Pembangkit Soal Otomatis pada Adaptive Game-based Assessment

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    Game-based Assessment adalah sistem yang digunakan untuk asesmen atau penilaian yang dikembangkan berbasis game. Sistem memberikan soal dari tingkatan yang mudah menuju ke tingkatan yang lebih sulit. Game-based Assessment telah menjadi bidang penelitian yang aktif dalam beberapa tahun terakhir. Salah satu masalah dalam menggunakan Game-based Assessment adalah waktu dan upaya yang diperlukan untuk membuat konten dalam asesmen. Untuk mengatasi masalah ini, para peneliti telah mulai mengeksplorasi penggunaan metode Procedural Content Generation untuk menghasilkan konten secara otomatis pada Game-based Assessment. Namun, studi yang ada berfokus utama pada pembuatan konten yang disesuaikan hanya untuk satu pemain dan hanya beberapa kelompok pemain tertentu tanpa mempertimbangkan faktor perbedaan kemampuan setiap pemain. Penelitian ini bertujuan untuk mengembangkan sebuah metode pembangkit soal pada Game-based Assessment yang mampu membangkitkan pertanyaan sesuai dengan kemampuan setiap siswa. Metode yang diusulkan dalam penelitian ini merupakan modifikasi dari Data-driven Procedural Content Generation, yang dikombinasikan dengan Player Modeling dan Difficulty Estimation. Player Modeling digunakan untuk melacak setiap kemajuan dan kemampuan pemain. Difficulty Estimation digunakan untuk menyesuaikan tingkat kesulitan dari setiap soal yang diberikan. Metode yang diusulkan diterapkan untuk membuat soal ujian aritmetika pada sekolah dasar. Pengujian dilakukan dengan melibatkan 30 siswa sekolah dasar kelas 6 dengan latar kemampuan yang berbeda-beda. Hasil penelitian menunjukkan bahwa metode yang diusulkan mampu menghasilkan soal dengan skala tingkat kesulitan yang bervariasi, mulai dari soal dengan tingkat kesulitan paling rendah hingga soal dengan kesulitan paling tinggi dan berbeda-beda antara satu pemain dengan pemain yang lainnya. Metode yang diusulkan juga menunjukkan kinerja waktu yang efisien dalam pembuatan soal dengan rata-rata waktu berkisar 0.2 millisecond. Sistem yang menerapkan metode ini juga dapat memperkirakan tingkat kesulitan soal yang akan diberikan kepada setiap pemain sesuai kemampuan pemain secara efektif dengan rata-rata RMSE yang rendah pada 0.0171. ================================================================================================================================== Game-based Assessment is a system used for Game-based Assessment. The system provides questions from an easy level to a more difficult level. Game-based Assessment has been an active area of research in recent years. One of the problems in using Game-based Assessment is the time and effort required to create the content for the assessment. To address this issue, researchers have begun to explore the use of Procedural Content Generation methods to automatically generate content for Game-based Assessment. However, existing studies mainly focus on generating customized content for only one player and only a few specific groups of players without considering the factor of differences in each player's ability. This research aims to develop a question generation method in Game-based Assessment that is able to generate questions according to the ability of each student. The method proposed in this research is a modification of Data-driven Procedural Content Generation, which is combined with Player Modeling and Difficulty Estimation. Player Modeling is used to track each player's progress and ability. Difficulty Estimation is used to adjust the difficulty level of each question given. The proposed method is applied to create arithmetic exam questions in elementary school. The test was conducted by involving 30 grade 6 elementary school students with different ability backgrounds. The results show that the proposed method is able to generate questions with a varied difficulty scale, ranging from questions with the lowest difficulty to questions with the highest difficulty and varying from one player to another. The proposed method also shows efficient time performance in generating questions with an average time around 0.2 millisecond. The system applying this method can also estimate the difficulty level of the questions to be given to each player according to the player's ability effectively with a low average RMSE of 0.0171

    Analyzing the Quality of Game-based Assessment Design in Basic Arithmetic Operations

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    The use of Serious Games in education has experienced rapid development. However, not all studies have been able to show evidence that game-based methods are superior to other methods. It is important to analyze the quality of game designs used in learning and assessment used to assess students. This study focuses on how to design a serious game called B-block used in the assessment. The researcher validates the quality of the serious game first before conducting a pilot study regarding the feasibility of the Serious Game given for assessment. The game focuses on basic arithmetic, including addition, subtraction, division, and multiplication, and involves positive and negative numbers. The study was conducted in one of the schools in Indonesia and given to 35 students with an age range of 11-12 years with different student backgrounds in their experience with game-based exams. Based on these results, 85.7% of respondents agreed that this game could be used as a substitute for paper-based exams, with the analysis of game design quality having an average value of 78% pedagogic specifications and 73% playful and 80% technical specifications. Thus, the average value of this game quality analysis is considered superior and meets almost all the specifications needed for assessment. We also argue that serious game is closely related to how game design meets specifications for use as educational tools
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