82 research outputs found

    Parental Control Model for High School E-Learning

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    Adopting e-Learning in high school is challenging. The main problem in this situation is the adoption of e-Learning as a self-paced learning. In universities, the problem rarely happens since the students in universities have an awareness to explore and to learn by themselves. In high school level, student awareness is limited.High school students more likely need a control mechanism to use e-Learning. In this research, an efort is made to create a model that collaborate parents to control e-Learning usages. The collaboration of parents in e-Learning strongly believed can provides additional value of effectiveness in student e-Learning usage.The result of this research is a model called PCM (Parental Control Model). PCM is an architectural model that contains of information and software architecture that will cover business process collaboration between parent and student.Keywords: e-Learning, parental control model, software architecture, interaction mode

    Analisis Minat Penggunaan E-learning pada Guru dan Peserta Didik SMA Negeri 1 Depok Sleman

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    E-learning telah secara signifikan berdampak pada kegiatan sehari-hari, terutama dalam hal bagaimana kita belajar. Saat ini, pengajaran di kelas tidak lagi hanya mengandalkan kapur dan papan tulis sebagai media utama untuk penyebaran program. Teknologi pembelajaran e-learning telah memungkinkan untuk menyediakan lingkungan kelas virtual secara online. Mereka memberikan para peserta didik akses lebih besar atas jadwal belajar yang menyesuaikan kondisi dimana saja dan kapan saja. Di atas ini, e-learning lebih menawarkan peserta didik berbagai bentuk media untuk mencocokkan gaya belajar mereka, yang mengarah ke peningkatan efektivitas belajar mereka. Pengenalan diperpanjang ini membahas teknologi terbaru e-learning khusus multimedia, tantangan penelitian dan tren masa depan dari kedua perspektif pedagogis dan teknologi. e-learning yang dikembangkan dengan pendekatan model jejaring social dan Game Base Learning (GBL) menjadi trend dalam perkembangan e-learning saat ini, diperoleh hasil 90% guru memilih elarning dengan model jejaring sosial dan 10% guru memilih jenis media pembelajaran bernasis course. Untuk peserta didik 79% memilih e-learning dengan model jejaring social, 10% peserda didik memilih model course, dan 11% peserda didik memilih model game

    Optimizing complexity weight parameter of use case points estimation using particle swarm optimization

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    Among algorithmic-based frameworks for software development effort estimation, Use Case Points I s one of the most used. Use Case Points is a well-known estimation framework designed mainly for object-oriented projects. Use Case Points uses the use case complexity weight as its essential parameter. The parameter is calculated with the number of actors and transactions of the use case. Nevertheless, use case complexity weight is discontinuous, which can sometimes result in inaccurate measurements and abrupt classification of the use case. The objective of this work is to investigate the potential of integrating particle swarm optimization (PSO) with the Use Case Points framework. The optimizer algorithm is utilized to optimize the modified use case complexity weight parameter. We designed and conducted an experiment based on real-life data set from three software houses. The proposed model’s accuracy and performance evaluation metric is compared with other published results, which are standardized accuracy, effect size, mean balanced residual error, mean inverted balanced residual error, and mean absolute error. Moreover, the existing models as the benchmark are polynomial regression, multiple linear regression, weighted case-based reasoning with (PSO), fuzzy use case points, and standard Use Case Points. Experimental results show that the proposed model generates the best value of standardized accuracy of 99.27% and an effect size of 1.15 over the benchmark models. The results of our study are promising for researchers and practitioners because the proposed model is actually estimating, not guessing, and generating meaningful estimation with statistically and practically significant

    Pengembangan Sistem Informasi Sumberdaya Sekolah Kota Ternate Berbasis Web Dengan Metode Rapid Application Development

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    Secara geografis Maluku Utara terdiri dari berbagai macam pulau yang terpisah dari pusat kota, hal tersebut menyebabkan proses pengambilan data disetiap sekolah mem-butuhkan waktu yang lama. Proses penyaluran data terkadang juga melewati atau menyeberangi lautan. Karena alasan tersebut, maka diperlukan sistem untuk mengelola  data sebaran sumberdaya sekolah berbasis teknologi internet. Penelitian ini mengembangkan aplikasi sistem informasi untuk mengelola data sebaran sumber daya sekolah berbasis web. Sistem dikembangkan dengan metode Rapid Application Development (RAD). Metode tersebut digunkan dengan alasan untuk mempersingkat waktu pengembangan. Sistem yang dikembangkan diuji nilai kebergunaannya (usability) untuk mengetahui tingkat penerimaan dari pengguna. Hasil pengujian menunjukkan bahwa aplikasi yang dikembangkan mudah digunakan oleh pengguna yang dibuktikan dengan nilai rata-rata kebergunaan sebesar 3.9

    Pengembangan Sistem Informasi Sumberdaya Sekolah Kota Ternate Berbasis Web Dengan Metode Rapid Application Development

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    Secara geografis Maluku Utara terdiri dari berbagai macam pulau yang terpisah dari pusat kota, hal tersebut menyebabkan proses pengambilan data disetiap sekolah mem-butuhkan waktu yang lama. Proses penyaluran data terkadang juga melewati atau menyeberangi lautan. Karena alasan tersebut, maka diperlukan sistem untuk mengelola  data sebaran sumberdaya sekolah berbasis teknologi internet. Penelitian ini mengembangkan aplikasi sistem informasi untuk mengelola data sebaran sumber daya sekolah berbasis web. Sistem dikembangkan dengan metode Rapid Application Development (RAD). Metode tersebut digunkan dengan alasan untuk mempersingkat waktu pengembangan. Sistem yang dikembangkan diuji nilai kebergunaannya (usability) untuk mengetahui tingkat penerimaan dari pengguna. Hasil pengujian menunjukkan bahwa aplikasi yang dikembangkan mudah digunakan oleh pengguna yang dibuktikan dengan nilai rata-rata kebergunaan sebesar 3.9

    Impact of Matrix Factorization and Regularization Hyperparameter on a Recommender System for Movies

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    Recommendation system is developed to match consumers with product to meet their variety of special needs and tastes in order to enhance user satisfaction and loyalty. The popularity of personalized recommendation system has been increased in recent years and applied in several areas include movies, songs, books, news, friend recommendations on social media, travel products, and other products in general. Collaborative Filtering methods are widely used in recommendation systems. The collaborative filtering method is divided into neighborhood-based and model-based. In this study, we are implementing matrix factorization which is part of model-based that learns latent factor for each user and item and uses them to make rating predictions. The method will be trained using stochastic gradient descent with additional tricks and optimization of regularization hyperparameter. In the end, neighborhood-based collaborative filtering and matrix factorization with different values of regularization hyperparameter will be compared. Our result shows that matrix factorization method with lowest regularization hyperparameter outperformed the other methods in term of RMSE score. In this study, the used functions are available from Graphlab and using Movielens 100k data set for building the recommendation systems

    Designing Prototype User Interface Digital Library for Elementary School Based on Probability Bayesian

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    Recently of digital library technology is not only developed on the aspect of the system, but also in the interface design, because it has a significant role to reach the level of usefulness and success as source of knowledge. Digital library’s interface should be developed and can adapt to the needs of children, who have different of ability and expectation when interact the user interface design than adult. This research aims to design the interface prototype digital library for elementary school students, based on the analysis of chosen existing library. Tests performed limited on the interface “simple search” form on the ICDL, with field observation approach methods, and the 6 task were completed over 15 minutes. Layout space used a single room setup when doing the observation. Data were taken from 12 elementary school students (7-12 years old), who come from three different schools. Processed analysed by Bayesian probability methods. From the results obtained, it can be concluded that the certainty of children had a difficulty when accessed forms simple search ICDL at the first used. From the analysis of the design 1 login register on the form ICDL display showed the probability of students choosing Register / Login influenced by his perspective and the time given is 0.5.Recently of digital library technology is not only developed on the aspect of the system, but also in the interface design, because it has a significant role to reach the level of usefulness and success as source of knowledge. Digital library’s interface should be developed and can adapt to the needs of children, who have different of ability and expectation when interact the user interface design than adult. This research aims to design the interface prototype digital library for elementary school students, based on the analysis of chosen existing library. Tests performed limited on the interface “simple search” form on the ICDL, with field observation approach methods, and the 6 task were completed over 15 minutes. Layout space used a single room setup when doing the observation. Data were taken from 12 elementary school students (7-12 years old), who come from three different schools. Processed analysed by Bayesian probability methods. From the results obtained, it can be concluded that the certainty of children had a difficulty when accessed forms simple search ICDL at the first used. From the analysis of the design 1 login register on the form ICDL display showed the probability of students choosing Register / Login influenced by his perspective and the time given is 0.5

    Analisis Faktor Keberhasilan SDM Startup yang Ada di YOGYAKARTA

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    Kemajuan teknologi yang semakin pesat menyebabkan banyak startup baru muncul, banyak yang berhasil tetapi tidak sedikit yang gagal dan harus gulung tikar, berdasarkan survey dari majalah forbes 90% startup didunia gagal mengembangkan startupnya, banyak faktor yang mempengaruhi kesuksesan startup salah satunya adalah SDM, tetapi masih sedikit pelaku startup yang peduli tentang faktor SDM, oleh karena itu penelitian ini dilakukan untuk mengetahui faktor apa saja yang mempengaruhi kesuksesan SDM startup dengan cara melakukan observasi langsung dan wawancara kepada beberapa startup yang telah berhasil mengembangkan startupnya. Hasilnya diusulkan model kesuksesan startup berdasarkan studi kasus yang dilakukan kepada empat satrtup yang ada di Yogyakarta
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