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Bandung, October 17th, 2015 CS
Proceeding International Seminar on
Mathematics, Science, and Computer Science Education
1
LIST OF ARTICLE
COMPUTER SCIENCE EDUCATION
Code Title Page
CS-10259 COLLABORATIVE ONLINE JUDGE AND LEARNING
METHODS FOR LEARN PROGRAMMING
Rosa Ariani Sukamto, Eka Fitrajaya Rahman
CS-3
CS-10376 THE USE OF HTML5 AS LEARNING MEDIA IN
INTRODUCTORY MACRO ECONOMICS
Rosa Ariani Sukamto, Susanti Kurniawati
CS-9
CS-10157 A LEARNING PROCESS AND IT SERVICES BASED
KNOWLEDGE MANAGEMENT SYSTEM (KMS) FOR
SCHOOL: IMPLEMENTATION OF CURRICULUM 2013
Novi Sofia Fitriasari, Enjang Ali Nurdin, Budi Laksono Putro
CS-15
CS-10315 INTEGRATED HIGH SCHOOL MANAGEMENT SYSTEM
ARCHITECTURE IN INDONESIA
Wawan Setiawan, Munir, Eddy Prasetyo Nugroho, Parsaoran
Siahaan, YayaWihardi
CS-22
CS-10512 TEACHING SIMULATOR FOR DEVELOPMENT OF
PROFFESIONAL TEACHER
Siti Fatimah, Wawan Setiawan, Jajang Kusnendar, Ria
Anggraeni, Enjun Junaeti
CS-28
CS-10513 THE IT BALANCED SCORECARD PERFORMANCE
MEASUREMENT SYSTEM(CASE STUDY: COMPUTER
SCIENCE DEPARTMENT, INDONESIA UNIVERSITY OF
EDUCATION)
Rizky Rachman Judhie Putra, M.Kom, Budi Laksono Putro,
Herdi Agustina
CS-33
CS-10523 DEVELOPMENT OF EDUCATIONAL GAME BY
INCORPORATING GAGNE’S NINE EVENTS OF INSTRUCTION
Rini Martiani,,Wawan Setiawan, Heni Rusnayati
CS-43
CS-10236 LEARNING BY DESIGNING METHOD ASSISTED
MEDIA ICT FOR LEARNING INDONESIAN OF
ELEMENTARY SCHOOL STUDENTS GRADE 3rd AND
4th TO BUILD READING AND WRITING SKILLS
Rizky Rachman Judhie Putra, Heri Sutarno, Budi Laksono
Putro, Wahyudin
CS-49
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Proceeding International Seminar on
Mathematics, Science, and Computer Science Education
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COMPUTER SCIENCE
Code Title Page
CS-11106 DEVELOPMENT OF VISUALIZATION SYSTEM IN
APPLICATION TOUR GUIDE BOROBUDUR
TEMPLE BASED ON ANDROID USINGGREY LEVEL
CO-OCURRENCE MATRIX (GLCM)
Fivtatianti Hendajani, Ire Puspa Wardhani, Abdul Hakim
CS-59
CS-11403 APPLICATION OF SUPPORT VECTOR MACHINE IN
HIRAGANA HANDWRITING RECOGNITION
Saepudin, Eddy Prasetyo Nugroho, Rini Martiani
CS-66
Bandung, October 17th, 2015 CS
Proceeding International Seminar on
Mathematics, Science, and Computer Science Education
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CS-10259
Collaborative Online Judge and Learning Methods for Learn
Programming
Rosa Ariani Sukamto, Eka Fitrajaya Rahman
Indonesia University of Education
Article info Abstract
Keywords:
Programming is one of the most important subject in Computer Science
program. Programming subject usually known as hardest subject to
learn by students. People have different intelligence one another.
Gardner’s Multiple Intelligences as Gardner’s early work in psychology
theory, there nine categories of intelligence, such as verbal-linguistic,
logical-mathematical, spatial-visual, bodily-kinesthetic, musical,
interpersonal, intrapersonal, naturalist, and existential. The most
important for learning programming is logical-mathematical
intelligence. But the fact is not all students have logical-mathematical
intelligence as dominant. Students need tools to help them learn
programming with different intelligence. Online judge is an automatic
judgement system for held programming competition such as ACM
ICPC (International Collegiate Programming Contest). One of the most
popular online judge is DOMjudge. Online judge can be used as tool to
help students practice to solve programming problems. Online judge can
be collaborative with many learning methods such as drill,
hybrid/blended, minimalism, problem based, just in time. Analysis made
for collaborative online judge and learning methods to learn
programming which mention before. Online judge is a tool which can
collaborate with many learning methods to learn programming. In
further, online judge can be used with many learning methods by
implementing in order to get valid data for measure the advantages and
suitability.
Corresponding Author: Rosa Ariani Sukamto
Eka Fitrajaya Rahman
INTRODUCTION
There many way for lecturer to make collaboration between computer tools or software
and learning method to learn programming. As general known that logical thinking is one
of the hardest subject at college. There need many technique for teach programming in
order to make students more understand about programming. Every studensts have
different kind of intelligence. Gardner’s early work in psychology and later in human cognition and human potential led to the development of the initial six intelligences. Today
there are nine intelligences and the possibility of others may eventually expand the list.
These intelligences (or competencies) relate to a person’s unique aptitude set of capabilities and ways they might prefer to demonstrate intellectual abilities. Gardner’s Multiple Intelligences are,
1. Verbal-linguistic intelligence (well-developed verbal skills and sensitivity to the
sounds, meanings and rhythms of words)
2. Logical-mathematical intelligence (ability to think conceptually and abstractly, and
capacity to discern logical and numerical patterns)
3. Spatial-visual intelligence (capacity to think in images and pictures, to visualize
accurately and abstractly)
4. Bodily-kinesthetic intelligence (ability to control one’s body movements and to handle objects skillfully)
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Proceeding International Seminar on
Mathematics, Science, and Computer Science Education
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5. Musical intelligences (ability to produce and appreciate rhythm, pitch and timber)
6. Interpersonal intelligence (capacity to detect and respond appropriately to the moods,
motivations and desires of others)
7. Intrapersonal (capacity to be self-aware and in tune with inner feelings, values, beliefs
and thinking processes)
8. Naturalist intelligence (ability to recognize and categorize plants, animals and other
objects in nature)
9. Existential intelligence (sensitivity and capacity to tackle deep questions about human
existence such as, What is the meaning of life? Why do we die? How did we get here?
(1).
Programming understanding is about how students used to analysis the problem to
solve and make algorithm to solve the problem. There many kind of tools for learn
programming. One of them is online judge, which a tool for help students to solve
programming problem. This article tries to analysis suitability of online judge with some
learning method in order to improve the implementation of learning method in learn
programming for students.
Online Judge
Online judge is an automatic judgement system for held programming competition
such as ACM ICPC (International Collegiate Programming Contest). One of the most
popular online judge is DOMjudge. DOMjudge focused at utility and security and already
used for many live programming competitions. DOMjudge is an open source (2).
DOMjudge is under LINUX operating system and using MySQL as it’s DBMS.
DOMjudge has some standard feature are
1. As jury/administrator
a. participants question clarification
b. competition management
c. programming language management
d. problems management
e. scoreboard
f. submission management
g. participants management
2. As participant
a. send clarification question
b. submit submission
c. scoreboard (2).
DOMjudge actually is an interface application that has feature to do compilation and
execution for all submission. DOMjudge interface is a web based application. The
compiler is application exclude DOMjudge. DOMjudge system is as in figure 1.
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Proceeding International Seminar on
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FIGURE 1 DOMjudge System (3)
DOMjudge an interface system that uses PHP programming language for the web
interface, and use the program to associate linux bash shel DOMjudge with compiler
programming language used. Some programming languages are supported by DOMjudge
is AWK, C, C #, C ++, Haskel, Java, Pascal, Perl, POSIX Shell, Python, of course, all
programming languages are supported must be connected to a supported compiler
DOMjudge. Example for programming languages C and C ++ DOMjudge can be
connected with the GCC as the compiler. For the Java programming language, DOMjudge
can be connected with the JDK. DOMjudge only be used for a single competition in one
time (2). DOMJudge interface can be shown in figure 2.
FIGURE 2 DOMjudge Interface (3)
Learning Method
Nowadays, there many learning method introduce. Learning method is used to learning
process in order to make effectiveness of learning process. There many learning method
usually used at learn programming are,
Problem-based learning
DOM
Judge compilator
Execution
result
Compilation and
execution
Submit
submission
Jury/administrator
Make a contest,
make the problems,
make the test case Test case
comparation to
get score
participant
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Proceeding International Seminar on
Mathematics, Science, and Computer Science Education
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CS
In problem-based learning courses, students work with classmates to solve complex
and authentic problem that helo develop content knowledge as well as problem solving,
reasoning, communication, and self-assessment skills. Problem-based learning is an
effective method for improving students' problem skills. Students will make strong
connections between concepts when they learn facts and skills by actively working with
information rather than passively receiving information (4). Problem-based learning has
some phase such as introduce the problem, give the problem to every students group to
solve the problem, if there something wrong with the solution repeat the explanation, asses
the solution from every group, discuss the problem with whole class (4).
Drill learning
Skilled and automatic performance in various cognitive tasks, for instance, reading,
object recognition, orientation discrimination, and arithmetic fact retrieval, can be achieved
by different learning strategies. Given sufficient training, various approaches, such as rote
learning, executing algorithms, or back-up strategies, as well as active discovery and
problem solving, may guide to expertise routine. In several domains, acquisition of new
expertise is reflected by a shift from slow and step-by-step computation to fast and
effortless processing, as well as by a lower error rate. Thus, behavioral measures, i.e., an
increase in velocity and a decrease in error rates, as well as the successful transfer to
unknown problems are commonly taken as correlates of successful learning. In recent
years, brain imaging studies allowed to go beyond these behavioral measures and to track
the cerebral activation patterns underlying the learning process. The present study aims to
investigate the effects of two different learning methods, learning by strategy, i.e., applying
a sequence of arithmetic operations, and learning by drill, i.e., learning to associate a
specific result with two operands (5).
Blended learning
Blended learning has several name such as mixed learning or hybrid learning. Some
blended learning definition are:
o integration of thinking between learning and face-to-face in class based on online
learning,
o blended learning collaborate online learning and face-to-face learning to get
effectiveness and efficiency learning process,
o blended learning is mixed learning method or hybrid learning method that integrate
learning activity between face-to-face learning and online learning,
o solution that collaborate many different learning method, such as collaboration
software, web based learning, and knowledge management practice,
o learning process that collaborate many activity event based, including face-to-face
learning, direct online learning, and self paced instruction, blended learning is effective
combination from many teaching method and learning method (6).
Just in Time learning
Just-in-time is a concept most often associated with the manufacturing and production
sector. In the manufacturing and production sector, just-in-time manufacturing provides
mechanisms for automated delivery of information that can be set at predetermined
intervals. This insures that employees have the latest information. Companies can also
implement selective broadcasting to targeted users. Preferences of users can also be
specified to personalize users needs. These Mechanisms help to transform corporate
networks from passive data stores to active information disseminators. Critical business
information can be provided to knowledge workers and decision makers frequently.
Because of the success of just-in-time principles in the Manufacturing and production
sectors, the ideas have been applied to varied and diverse applications such as leadership
training, health care services, consulting services, financial analysis, market analysis, stock
Bandung, October 17th, 2015 CS
Proceeding International Seminar on
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predictions, and dispatching. Just in time principles can just as readily be applied to the
production of quality education. Application of just-in-time principles to education
requires that faculty change from the idea of Standardized mass production to just-in-time
learning. The new paradigm become a dynamic, interactive environment where students
are active learners. They construct knowledge and understanding in situations by using
problem solving and decision-making skills (7).
Minimalism learning
John Millar Carroll or known as John M. Carroll is a scientist in IBM's Watson
Research Center with many research about computer documentation and interface design
at around 1980. The Majority of John M. Carroll's research is about minimalism computer
documentation. John M. Carrol developed minimalism model to nearby system approach.
Minimalism as word picking because human usually cannot be patient, curious, and active
mentalism to learn using computer application. They want their jobs can finish quickly.
They prefer to learn using problem-solving method and not really enjoy the tutorial
method. Computer based learning is better use user need method to finish their job, help
user to know the tool, and fix the problem. John M. Carrol adopt The Nurnberg Funnel
principle that representing minimalism as nine principles and applicate that principles in
discussion from three research project and all research centered on innovative minimalism
design (8). Nine minimalism principles are,
Getting Started Fast
Training on Real Track
Reading in Any Order (Modularity)
Exploiting Prior Knowledge
Coordinating System and Training
Supporting Error Recognition and Recovery
Using the Situation
Developing Optimal Training Designs
Reasoning and Improvising (8).
Collaborative Online Judge
Online judge can collaborate with many learning methods as a tool. The analysis to
place an online judge as a tool for some learning method to learn programming subject is
as below:
Problem-based learning
Problem-based learning has a step to solve the problem by students. The problem can
be upload in online judge and the students can solve the problem by using online judge.
The students can solve the problem and do the problem by online so that the students have
more time to solve the problem.
Drill learning
The students can practice many programming problem by using online judge. Lecturer
can upload many problem to online judge so the students can practice to find out the
solution from many problem. The time to solve the problem can longer because students
can do the problem by online.
Blended learning
In blended learning, online judge can take a part at practice to solve the programming
problem by online or onsite. Online judge can enhanced student's motivation in blended
learning (3).
Just in Time learning
Online judge can take a part as a tool to provide way to practice programming problem
when students need a tool for practice anywhere and anytime.
Bandung, October 17th, 2015
Proceeding International Seminar on
Mathematics, Science, and Computer Science Education
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Minimalism learning
Online judge can take a part as a tool for training the programming problem. Many step
such as training in real track, coordination system and training, and developing optimal
training design can support by online judge.
CONCLUSION
Online judge can be used in a variety of learning methods. Online judge is more
focused as a tool to help the students practice to solve the programming problems in
learning programming. Online judge can be used online or onsite. With online capability,
students can have a longer time to learn programming because it can be done anywhere
and everytime.
ACKNOWLEDGMENTS
Grateful to the Computer Science Education Department of Indonesia University of Education
who have given support to the writing of this manuscript. Thanks to all students who has
supported various research on the effect of online judge on the process of learning
programming.
REFERENCES
[1]. Howard Gardner, "Multiple Intelligences: New Horizons in Theory and Practice,"
(Basic, New York, 2010).
[2]. (2012, June) DOMJudge. [Online]. http://domjudge.sourceforge.net
[3]. Rosa Ariani Sukamto, Eddy Prasetyo, Rasim, and Heri Sutarno, " Enhance Motivation
and Learning Achievement student on Algorithms and Programming I Course with
Blended Learning Method Using Online Judge," Young Lecturer Research, Indonesia
University of Education, 2013.
[4]. The Center for Teaching and Learning, "Problem-based Learning, " Stanford
University Newsletter on Teaching: Speaking of Teaching, Winter 2001 Vol. 11 No. 1.
[5]. M. Delazer, A. Ischebeck, F. Domahs, L. Zamarian, etc, "Learning by Strategies and
Learning by Drill – Evidence from an FMRI study," Elsevier
(www.elsevier.com/locate/ynimg) NeuroImage 25 (2005) 838-849.
[6]. Jyri Maninnen, "What is Blended Learning?", University of Helsinki.
[7]. Laura L. Hall, "Just-in-Time Learning: Web-Based/Internet Delivered Instruction,"
University of Texas: El Paso.
[8]. David K Farkas, Thomas R. Williams, "John Carroll's The Nurnberg Funnel and
Minimalist Documentation," IEEE Transaction on Professional Communication Vol.
33 No. 4 December 1990, Hal 182-187.
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Proceeding International Seminar on
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CS-10376
The Use of HTML5 as Learning Media in Introductory Macro
Economics
Rosa Ariani Sukamto
1 and Susanti Kurniawati
2
Indonesia University of Education
Article info Abstract
Keywords:
Introductory Macro Economics is a subject in Economic Education
Program at Indonesia University of Education. Most students have low
critical and creative thinking to solve the problem in Introductory Macro
Economics. Students need a learning media which helps them to solve
the problem in Introductory Macro Economics. Learning media can
make students more interest to try solve the problem. Learning media
consist of audio, animation, dynamic diagram, etc. HTML5 is the
revision of HTML that support animation and audio. Nowadays HTML5
start to replace Flash as a tool to make learning media. HTML5 work on
browser which reliable in many devices. Analysis made for
compatibility HTML5 as learning media for Introductory Macro
Economics. The analysis is based on learning media criteria and
material need about dynamic diagram, audio, and animation. HTML5
has compatibility used as learning media tool in Introductory Macro
Economics and fulfill the media criteria and material needs. In further,
the learning media of Introductory Macro Economics can be used in
class and make a measurement of the impact of learning media to the
students.
Corresponding Author: Rosa Ariani Sukamto
Susanti Kurniawati2
INTRODUCTION
It is important to enhanced critical and creative thought from students. A student who
has critical and creative thought will be able to answer the problem challenges. Economic
education program at Indonesia University of Education has many subjects which critical
and creative thought needed. One on that subject is introductory macro economics. Critical
and creative thought needed for solving an economics problem which has many variable to
consider. That subject needs some tool as graphics to figure out the problem solution.
Critical thought has characteristic such as
1. understand idea and logic relation,
2. capable to identified idea,
3. capable to evaluate the decision,
4. capable to evaluate fact and the relationship with the decision,
5. capable to analysis problem with systematic method,
6. capable to identified relationship and importance between idea,
7. capable to reflection and evaluate other thinking capability (1).
Creative thought is implementing new idea in specific context and consider the
situation and condition with new method or solution, identified alternative for making
something new with positive result (2).
Introductory macro economics subject needs a learning media to help students more
understand the material and enhance student's critical and creative thought. The learning
media which discuss in this manuscript use HTML5 as core, collaborate with CSS3 and
javascript to fulfill learning media need in introductory macro economics subject.
Bandung, October 17th, 2015
Proceeding International Seminar on
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HTML5
HTML5 is the next major revision of the HTML standard superseding HTML 4.01,
XHTML 1.0, and XHTML 1.1. HTML 5 is a standard for structuring and presenting
content on the World Wide Web. HTML5 is a cooperation between the World Wide Web
Consortium (W3C) and the Web Hypertext Application Technology Working Group
(WHATWG). The new standard incorporates features like video playback and drag-and-
drop that have been previously dependent on third-party browser plug-ins such as Adobe
Flash, Microsoft Silverlight, and Google Gears. HTML5 is supported by many browser
such as Apple Safari, Google Chrome, Mozilla Firefox, Opera, Internet Explorer 9.0, and
many mobile browser. HTML5 provide more compatibility and animation or sound effect
from generation before (3).
INTRODUCTORY MACRO ECONOMICS
Based on its scope, the economic assessment is divided into two categories, they are
macroeconomics and microeconomics. Reviewing macroeconomic aggregate economic
variables such as economic growth, unemployment, inflation, balance of trade and balance
of payments. Based on economic actors there are three sectors of the economy, they are:
Economic two sectors with actors of domestic production and consumption.
Economic three sectors with actors domestic production, household consumption, and
the government.
Economic four sectors with actors domestic production, household consumption,
household foreign governments and society (4).
The economy is an economy of three sectors comprising the sectors of households,
companies and the government. Analyzing the three sectors of the economy essentially
will pay attention to the role and influence of the government in the economic activities. In
the three sectors of the economy, the government's role is as a facilitator and stabilizing the
economy through policy instruments. Globally, there are two types of policies, they are
fiscal policy and monetary policy. Monetary policy is a policy run by the central bank to
monitor the amount of money supply in the community. Fiscal policy is a government
policy in spending tax levy of the tax revenue to fund government activities. Both policies
used for:
1. addressing macroeconomic problems such as inflation rate and unemployment,
2. keeping the production factors used efficiently,
3. improving the income distribution (4).
Macroeconomics need some graphics to represent the problem and analysis the
solution. A graphic example is shown in figure 1. Students need a learning media to
represent problem, material, and graphics in introductory macroeconomics subject with
dynamic input so students can analysis the problem and try to find the solution.
Bandung, October 17th, 2015 CS
Proceeding International Seminar on
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FIGURE 1. Tax (T) effect at consumption (C) function relation with income (Y)
which a is autonomous consumption and b is marginal propoensity to consume or MPC
meaning that the magnitude of the change in consumption as a result of changes in income
(4)
LEARNING MEDIA
Media can be defined by their technology, their symbol systems, and their processing
capabilities. The most obvious characteristic of a medium is its technology, the mechanical
and electronic aspects that determine its function and to some extent its shape and other
physical features. These are the characteristics that are commonly used to classify a
medium as a "television," a "radio," and so on. The cognitive effects of these
characteristics, if any, are usually indirect. Characteristics such as size, shape, and weight
makes it more likely that a student will learn with a book while on a bus but not a
computer, though of course this is changing as computers get smaller, lighter, and cheaper.
On the other hand, some cognitive effects of technology are more direct. For example, the
size and resolution of many computer screens is such that reading text may be more
difficult than it is with books (5). So learning media is a media which used to help learning
process.
Learning media which use computer to build usually known as multimedia. Multimedia
can accessed by students everywhere and everytime through internet. Learning media
allow students to learn effectively when the learning material are presented in suitable
form, such as video, audio, or text (6). Media attributes are also added as the factor that
actually expresses what each media can support in alignment with the demand of learning
task. Each area can be characterized as bellow:
1. Learning task consideration
2. Media attributes
3. Grouping strategy considerations
4. Learning context and practical considerations
5. Learner characteristics
6. Instructional management consideration
7. Cost effectiveness (7).
HTML5 AS LEARNING MEDIA IN INTRODUCTORY MACRO ECONOMICS
The introductory macroeconomics subject needs some feature in learning media
needed. That feature such as show figure animation, show graphics animation, audio, and
text to show the subject material. HTML5 can support to implement that feature as bellow:
figure animation
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Proceeding International Seminar on
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HTML5 collaborate with CSS3 and javascript can support figure animation using time
function to make figure movement as shown in figure 2.
FIGURE 2. Figure animation in HTML5 for introductory macroeconomics learning
media.
graphics animation
HTML5 collaborate with CSS3 and javascript can support graphics animation using
canvas and time function to make animation as shown in figure 3 and figure 4.
FIGURE 3. The graphics animation in HTML5 for introductory macroeconomics
learning media. The graphic based on user input.
Bandung, October 17th, 2015 CS
Proceeding International Seminar on
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FIGURE 4. The graphics animation in HTML5 for introductory macroeconomics
learning media. The graphic animation feature are graphic movement, zoom in, and zoom
out .
audio
HTML5 collaborate with javascript can support audio function.
text
HTML5 and CSS3 support text function as shown in figure 2 (8).
HTML5 suitability against learning media criteria for introductory macroeconomics
subject are as follows:
1. Learning task consideration
Introductory macroeconomics subject need some feature as mention above, and all can
fulfilled by HTML5 collaborate with CSS3 and javascript.
2. Media attributes
HTML5 support many media attributes needed such as animation, show figure, audio,
video, text.
3. Grouping strategy considerations
HTML5 can access on desktop platform or mobile platform by individualized or group
because HTML5 supported by many browsers.
4. Learning context and practical considerations
HTML5 support online access so that students can access the learning media everytime
and everywhere in many situations.
5. Learner characteristics
HTML5 support many features to build attractive learning media in order to encourage
students more interesting to learn introductory macroeconomics subject.
6. Instructional management consideration
HTML5 support online access which being important need nowadays.
7. Cost effectiveness
HTML5 is free to use and support by many free browsers.
CONCLUSION
HTML5 as free tool has compatibility with many browsers at desktop platform or
mobile platform is suitable to fulfill learning media criteria such as learning task
consideration, media attributes, grouping strategy considerations, learning context and
practical considerations, learner characteristics, instructional management consideration,
and cost effectiveness, especially in introductory macroeconomics subject. HTML5
collaborate with CSS3 and javascript support many features such as figure animation,
graphics animation, audio, and text. Learning media using HTML5 can access by students
anytime and everywhere because supported by many browsers.
ACKNOWLEDGMENTS
Grateful to the Computer Science Education Department of Indonesia University of
Education who have given support to the writing of this manuscript. Thanks to all students
who has supported various research on learning media using HTML5.
Bandung, October 17th, 2015
Proceeding International Seminar on
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REFERENCES
[1]. Joe YF Lau, "An Introduction to Critical Thinking and Creativity, Think More, Think
Better," 2011, A John Wiley and Sons, Inc, USA.
[2]. LTS, "Learning Thinking Scotland," 2004, Learning and Teaching Scotland.
[3]. Tutorialspoint.com, "Tutorial Point, Simply Easy Learning: HTML 5 Tutorial," online
access August 23th
2015.
[4]. Sadono Sukirno, "Teori Pengantar Ekonomi Makro," PT Raja Grafindo Perkasa,
Jakarta, 2004.
[5]. C. Haas, "Seeing it on the screen isn't really seeing it": Computer writers' reading
problems. In G. Hawisher and C. Selfe (Eds.), Critical perspectives on computers and
composition instruction, Teachers College Press, New York, 1989.
[6]. Rynson W. H. Lau, Neil Y. Yen, Frederick Li, and Benjamin Wah, "Recent
Development in Multimedia E-learning Technologies," World Wide Web (2014)
17:189-198 DOI 10.1007/s11280-013-0206-8, Springer Science (2013).
[7]. John Huddlestone, Jonathon Pike, "Seven Key Decision Factors for Selecting E-
Learning," Cogn Tech Work (2008) 10"237-247 DOI 10.1007/s10111-007-0102-z,
Springer-Verlag London Limited 2007.
[8]. http://www.w3schools.com/ online access august 24th
2015.
Bandung, October 17th, 2015 CS
Proceeding International Seminar on
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CS-10157
A Learning Process And It Services Based Knowledge
Management System (KMS) For School: Implementation Of
Curriculum 2013
Novi Sofia Fitriasari
1.*, Enjang Ali Nurdin
2, Budi Laksono Putro
3
1,2,3Departemen Pendidikan Ilmu Komputer Universitas Pendidikan Indonesia,
Jl. Dr. Setiabudi no 229, Bandung 40154, Indonesia
Article info Abstract
Keywords: KMS Process,
KMS Service,
Scientific Learning Process.
In Curriculum 2013 there are differences with the previous curriculum
including the removal of information and communication technology
(ICT) subject. Despite that fact, ICT used as a medium of learning for
all subjects. Therefore, the role of ICT is very important. Knowledge
Management System is ICT application that has been using to support
scientific learning process as a feature of the Curriculum 2013.
Information Systems Research Method used in this study. This research
has found processes of School KMS, which consists of four stages: 1.
Finding that consists of observing, ask and collect information, 2.
Capturing is associate or process information, 3. Sharing is
communication, 4. Using is creation. The research also has found four
services of Scholl KMS: 1. Discovery (search and retrieval of
knowledge) these services can help students in the learning process of
discovery learning, which is one of characteristics of the learning
process according to the curriculum 2013, 2. Publication (upload
service) these services have been used by students to assist when they
are going to collect and publish their works, and facilitate teachers in
doing authentic assessment, 3. Collaboration (forum or portal service)
these services can be used by students for discussion between students
and teacher by on-line, 4. Learning (learning services on-line) services
can be used to establish a network for all subjects.
Corresponding Author: *[email protected]
INTRODUCTION
Background
Curriculum 2013 has been designing to provide an education, which expected to help
students’ life so they could be exist in the 21st century. It requires learning management in schools that able to make creative students. The learning accommodates the exploration-
elaboration process and confirmation, and includes the process of observing, asking,
reasoning and trial, and implementation of collaborative learning. By remembering what
we can do by using ICT in learning, the use of ICT is expecting to make the learning
process efficient and effective. ICT used as learning tool. This study proposes KMS to use
ICT on learning activities. Research on the KMS at school conducted by several researches
including:
1. A process-Based Knowledge Management System for Schools: A Case Study in
Taiwan (Lung LEE Chi et al., 2010)
The result of this study is knowledge management software, which has five (5)
modules. The modules are work report module, knowledge searching module,
knowledge discussion module, knowledge evaluation module and knowledge feedback
module
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Used For
Produce
Caption :
Knowledge
Base Result Activity
2. Knowledge Management in Malaysian School Education (Awang, Marinah et al.,
2011)
In this study identified three (3) main factors associated with the activity
knowledge that are managing, technology and culture. The manager provides a
platform for the infrastructure that supports knowledge sharing, the technology to
support knowledge management in schools. A Culture is a significant factor for the
occurrence of the activity of knowledge
However, in that study did not discuss the scientific learning process that is
characteristic of the Curriculum 2013 and based on that it is necessary for the
implementation of KMS that can support the implementation of the Curriculum 2013.
Problems Identification
Based on the background, we identified problems as follows:
1. How KMS process support the learning process in school
2. How KMS service support the learning process in school
Objectives
The objectives of this study are:
1. Designing a KMS process which can support the learning process in school
2. Designing a KMS service that can support the learning process in school
RESEARCH METHODOLOGY
The method used in this study adapting the research methods of information systems
Hevner, March, Park, & Ram (2004). There were two stages in this study were the
construction phase and the design of processes and services KMS. Construction phase
conducted as a first step in defining the elements and relationships KMS processes and
services by studied literature on research that have been done before. Service and process
design stage KMS has been done by mapping between previous studies with the process or
service KMS in school.
Stages of formation processes and KMS service can be seeing in figure 1
FIGURE 1. Stages of model building
Review of Previous Research
on process and services KMS
Mapping Scientifik Learning
Process
KMS Process
KMS Servicess
Scientifik
Learning Process and
Services KMS
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RESULTS AND DISCUSSION
KMS Process
Knowledge has referred to in this study were classified into two types of knowledge
that are tacit and explicit knowledge. KM process has the following characteristics:
a. Finding is a process of adding new knowledge both tacit and explicit to create, develop,
extract new knowledge, or the correction of existing knowledge. This process has been
doing in method socialization and or combination.
b. Capturing is a process that describes the tacit or explicit knowledge that exist in the
memory of individuals or organizational memory in the form of a graph or a
mathematical formula or system based knowledge that can be managed and reused tacit
knowledge. This process has been doing in a method externalizing or internalizing.
c. Disseminating is a process in which the tacit or explicit knowledge are delivered
between the individual and the group, between the group, the entire group and from the
group to the organization. This process have been done in method socialization
d. Using is process the use of knowledge by individuals, groups or communities that are
integrated with their work processes and the use of knowledge by the organization that
is integrated with business processes.
Four processes have a cycle process so the process model KM can see in figure 2.
FIGURE 2. KM Process Model.
Caption:
Process Activi
ty
Directon
of The Next
Sub
Activity
The Learning Process Scientific as characteristic of Curriculum 2013
Scientific learning steps are as follows
a. observe
Reading, listening, heeding, and viewing (without or with tools)
b. question/ask
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Asking questions about information that is not understand from what observe or
questions to obtain additional information about what observed
c. experiment/ explore
Conducting experiments, reading sources other than textbooks, observe objects / events
/ activities interviews with informants
d. analyze/ associate Information
Process the information that has been collected either limited from the collecting
activities / experiments and the results of activities to observe and collect information
activities.
e. Communicate
Delivering the observations, conclusions based on the analysis of oral, written, or other
media
f. Create
Modify, rearrange to find new ones, and find the new original
The mapping between the KMS Process with The Learning Process Scientific
Mapping between the KMS with the learning process as a feature of the curriculum
2013 has been mapping as shown below:
FIGURE 3 The KMS School Process
Description of the image
Represents the cycle that occurs in the process of KM, which starts from finding
knowledge by performing three sequential phases, that are observing and then ask and the
last is to collect information. Then Knowledge captured by association or processing
information, the next process is the dissemination of knowledge by communicating
activities and the knowledge can be implement by using knowledge in solving the
problems that can lead to new knowledge and new knowledge can be used again in the
future.
KM Technology
KM technology has referred to in the KMS is a technology architecture that supports
knowledge management in the organization. KM technology architecture consists of six
layers are
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1. Access services: Services interpret contents and communications to and from KM
technology and equipment to heterogeneous applications such as browser, PDA or
mobile phone.
2. Personalized services: Services that perform the function of providing more effective
access portal instance or group-oriented knowledge on the role e.g. KM team has
separate groups according to their role.
3. The knowledge services: Services that perform core processes of knowledge
management are discovery (search and retrieval of knowledge), publication (upload
services, writing together), Collaboration (forum or portal services for Community of
Practice (COP) and service learning (learning services on-line).
4. Integration Services: Services that handles the Meta knowledge repository of
organizational knowledge are describe the knowledge derived from a variety of sources
with the help of Meta data for example the dimensions of people, time, topic and
location.
5. Infrastructure services: Internet infrastructure provides basic functionality for
synchronous and asynchronous communication, share data and documents.
6. Knowledge Source: Knowledge source consisting of an organization's internal
resources (Transaction Processing Systems Organization, Database Systems and
others) and the organization's external sources (sources from the internet).
The sixth layer collaboration to achieve common goals in supporting knowledge
management organization. Based on this understanding, the Figure 4 illustrates the
technology architecture KM
FIGURE 4. KM Technology Architecture (adoption and modification of Maier, 2007)
The KMS services that can support the learning process in schools
The KMS services that have been using to facilitate the learning process in accordance
with the Curriculum 2013 have been identifying in this study are
1. Discovery (search and retrieval of knowledge) service has been using to help students
in the learning process of discovery learning, which is one characteristic of learning
processes in accordance with curriculum 2013.
2. Publication (upload service) these services have been used by students to assist in the
collection and publish the results of his work (portfolio or collection of the work of
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individuals and groups). This service has been able to facilitate teachers in authentic
assessment.
3. Collaboration (forum or portal services) these services have been using by students for
discussion between students and teacher by on-line. This service has been able to
facilitate teachers in authentic assessment.
4. Learning (learning services on-line) services have been able to be used for create a
network for all subjects
FIGURE 5 The KMS School Service
CONCLUSIONS
The KMS which has produced school consists of four stages of the process that has a
cycle are 1.Finding that consists of observing, ask and collect information, 2. Capturing is
associate or process information, 3. Sharing is communication, 4. Using is creation. The
KMS service schools that have been produced consists of four services are 1.Discovery
(search and retrieval of knowledge) these services can help students in the learning process
of discovery learning, which is one of characteristics of the learning process according to
the curriculum 2013, 2. Publication (upload service) these services have been used by
students to assist when they are going to collect and publish their works, and facilitate
teachers in doing authentic assessment, 3. Collaboration (forum or portal service) these
services can be used by students for discussion between students and teacher by on-line, 4.
Learning (learning services on-line) services can be used to create a network for all
subjects.
ACKNOWLEDGMENTS
Thanks to the General Directorate of Higher Education on competitive grants who
funded the research.
REFERENCES
[1]. Awang, Marinah et all (2011). Knowledge Management in Malaysian School
Education. Quality Assurance in Education Vol 19 No 3, 2001 pp 263-282
[2]. Hevner, A., March, S. T., Park, J., & Ram, S. (2004). Design Science in
Information Systems Research. MIS Quarterly , 75-105.
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[3]. Kerins, John., Richards Allan (2008) Developing A Prototype Information System
Framework to Handle Pedagogical Knowledge in A Secondary School Modern
Foreign Languages Departement, Journal Education Information Technology, 231-
258
[4]. Lung Lee chi et all(2010) A Process-Based Knowledge Management System For
School: A Case Study in Taiwan, The Turkish Online Journal of Educational
Technology, Vol 9 issue 4
[5]. Maier, R. (2007). Knowledge Management System. In Information and
Communication Technologies for Knowledge Management (p. 163). Verlag Berlin
Heidelberg: Springer
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CS-10315
An Integrated High School Management System Architecture in
Indonesia
Wawan Setiawan*, Munir, Eddy Prasetyo Nugroho, Parsaoran Siahaan, Yaya Wihardi
* Computer Science Education Department, Universitas Pendidikan Indonesia
Article info Abstract
Keywords: School Management System,
System Architecture,
Enterprise Architecture
This paper aimed to propose an integrated school management system
architecture for high schools in Indonesia. The system can be used as
means of facilitating and administering the learning process in the
school. As for the school organization, the system can be used in good
data management and supporting the decision maker. As for the parents,
the system can be used in monitoring the student activities at the school.
We held study literature in the national education system regulation in
Indonesia and on national education standard from National Education
Standard Organization (BSNP). We also had some interviews and
observations with some high schools in West Java. Based on data and
information collections and analyzing the as-is system, we design a to-
be system through a system architecture based on the enterprise
architecture approach. The result is an integrated system architecture
that contain four main architecture, they are: business architecture,
information architecture, solution architecture, and technology
architecture. The architectures suitable with education system regulation
and national education standard in Indonesia.
Corresponding Author: * [email protected]
INTRODUCTION
Schools have involved information and communication technologies (ICT) as a tools to
store and manage their administrative1. These technologies play a crucial role in promoting
the unity and reliability among students, parents, and school administrator 2,3
. In Indonesia,
government, especially Ministry of Education and Culture (MEC) have facilitated the
schools to apply ICT in their business process. MEC built national education network
called Jardiknas to connect schools each other, and lately, MEC also develop Data Pokok
Pendidikan (Dapodik) application to manage educational master data from each schools in
Indonesia. However, it have not yet cover whole management process in the school.
Moreover, it also did not involve parent as a stakeholders in the system. Whereas, based on
the national education system regulation 4, parents have a right to know about the student
performance report.
To overcome these problems, we attempted to design an integrated school management
system utilizing the enterprise architecture approach. The proposed system architecture
consist of four different layers, including: business architecture, information architecture,
solution architecture, and technology architecture. To ensure the conformance of system
with the regulation and policy in Indonesia, we held literature study in the national
education system 4 and national education standard
5.
Education System And Standards In Indonesia
Education system in Indonesia regulated by Law No. 20/20034. It sets the right and the
obligation of citizen, parents, and governments. To ensure the quality of education, it also
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provides national education standards which detailed in Government Regulation No.
19/2005 5. The standard consist of eight points, they are: 1) content standard, 2) process
standard, 3) competency standard, 4) teacher and staff standard, 5) facilities and
infrastructures standard, 6) school management standard, 7) financial standard, and 8)
student performance evaluation standard.
METHODOLOGY
In this study, we conducted some works related to the data and information collection
regarding the backgrounds and the motivations of education system in Indonesia. We
studied some policy and regulations that directly and un-directly related to education
system, especially in high school management. Besides that, we also had some sessions
with the school stakeholders. The data and information that we gained from the school
organization were analyzed. The following step are the tasks that we had to ensure the data
validity:
Document Studies
In the document studies, we explored some documents regarding the regulations and
policies in national education system, especially in high school education system. We had
some documents of national education standard based on National Education Standard
Organization (BSNP). Besides documents studies, we also studied some literatures
regarding several topics based on our listed keywords. The topics are related to enterprise
architecture frameworks, school management system in Indonesia and in other countries.
The keywords in our searches are enterprise architectures, school management system, and
electronics school.
Interviews Next step is interviewing the stakeholders in some high schools organization. Some
points that we would like to understand from the school administrator point of views are
the effort on managing administrative data. We also would like to know the mechanism of
reporting the data to the MEC and parents. Moreover, from the teacher the information that
we would like to know is the preparation process before teaching, the teaching
administration process, and student performance evaluations process. We also had some
sessions with administration staff, in order to get some information about financial
management process.
Observations The observations were conducted in some high schools in West Java. We aimed to gain
brief descriptions on the school management from the organization cutting edge. From this
point, we can model the data management from bottom up.
PROPOSED INTEGRATED SYSTEM ARCHITECTURE
In order to design and propose an excellent integrated architecture, firstly we modeled
the current system called as is system. It is describes current business process and
technology. Based on as is system, then we built new system architecture that fulfill our
objectives, it is called to be system. Our system architecture consist of four layer, they are
business architecture, information architecture, solution architecture and technology
architecture.
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As-is system Currently every high school uses Dapodik System as a main system for reporting their
educational master data to MEC. Besides that, some schools use another application to
manage some data that did not accommodated by Dapodik system. Dapodik only covers
school profile, student profile, teacher and school administrator data, and infrastructures
data. Actually, based on our interview and observation, there are five stakeholders in the
high school management system, they are: MEC, School Administrator, Teacher, Student,
and Parent.
Figure 1 shows the current business process of education system in the high schools.
Teacher keep their teaching administration in a paper based file or in an electronics
worksheet file. In the end of semester the files delivered to the school administrator.
School administrator processes the data, and reports the result to the student, parent and
MEC. Only reporting to the MEC that facilitated by an ICT-based system, the rest are still
using paper based and traditional system.
MEC Teacher
Student
Parent
School Administrator
Educational Master Data
Teaching
Administration
Student Performance Report
FIGURE 1. As is architecture of high school management system
The proposed integrated architecture based on the EA approach
Based on our analysis on the data, we propose an integrated system architecture to
manage high school administrative data. The first step, we identified the business process
and all standard operational procedures in the high school. In order to describe the to be or
future system, we used Enterprise Architecture (EA) as a framework adopting from the
Gartner practice enterprise framework 6. The goal or objective of our proposed system are:
1. Keeping a real time data, so that data will be available anywhere and anytime for
headmaster, teachers, students, and parents.
2. Providing access to MEC to monitor the development and implementation of
curriculum in the high school.
3. Providing access to headmaster to monitor and evaluate all activities at school, such as
learning process, financial reports, student performance reports, and so forth.
4. Providing access to the teachers to deliver student performance report in real time.
5. Providing access to the parents to monitor the student activities, student performance
and financial reports.
6. Facilitating school administrator to manage school resources fully, such as human
resources, infrastructures, and financial resources.
7. Facilitating school administrator to manage and evaluate school programs.
8. Facilitating communication between school with parents and another social component.
9. Forcing school administrator to fulfill national education standard.
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Curriculum
Developments
Teacher &
School Staff
Administration
Student
Admission
Teaching &
Evaluation
Facilities &
Infrastructures
Management
Student Services
& Mentoring
Financial Management
Leadership
Management
Communication &
Public Relations
School Program
Management
FIGURE 2. Proposed to be system: business architecture
Business Architecture
Business architecture shows the components in the school management that enable the
execution to achieve their goal. As shown in Figure 2, main business process of to be
system start with student admission and followed by student services and mentoring. These
activities enable teacher to teach and evaluate the students. The result of teaching and
evaluation reported to the school administrator and the parents. The main business process
supported by curriculum development activities, facilities and infrastructures management,
school programs management, leadership management, teacher and staff administration,
communication, and financial management.
Information Architecture
According to description in business architecture, we identified the core data that suit
the business core in school management. Figure 3 show that there are 11 core data, they
are: curriculums, facilities & Infrastructures, school programs, teachers and staffs,
students, student performance evaluation log, student mentoring logbook, teaching
administrations, organization structure, communication logbook, and financial records.
Students
Student
Performace
Evaluation Log
Student Mentoring
Logbook
Communication
Logbook
Financial
Records
CurriculumsFacilities &
InfrastructuresSchool Programs
Organization
Structure
Teachers & Staffs
Teaching
Administrations
FIGURE 3. Proposed to be system: core data
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FIGURE 4. Proposed solution architecture of the to be system
Solution Architecture
The solution architecture focus on information systems/applications software to meet
the business needs. To achieve nine goal as stated before, we proposed seven information
systems/applications software as shown in Figure 4. These application layer designed to
meet the 8 national education standard in Indonesia.
Technology Architecture
Technology architecture describes the technology infrastructure environment that may
support the solution architecture implementation. To minimize maintenance cost, we
proposed technology architecture based on web based client-server architecture as shown
in figure 5. All core system application concentrated in the server, and it can be accessed
through internet networks by all workstations/clients.
Database
Server
Web Apps.
Academic
IS
Financial
IS
Leadership
Manag.
System
Human
Resources IS
Student
Admission
System
Communication
Logbook
Application
Facilities &
Infrastructures IS
Web Server
Web Apps. Web Apps. Web Apps. Web Apps. Web Apps. Web Apps.
Internet
FIGURE 5. Proposed technology architecture of the to be system
DISCUSSION
The proposed architecture shows that the design meet all national education standard,
and also involve all stake holders as mention in education system regulation. Our proposed
system also can cover all of aspect of school management that did not accommodated by
another system 7,8
.
Academic
IS
Financial
IS
Leadership
Manag.
System
Human
Resources IS
Student
Admission
System
Communication
Logbook
Application
Facilities &
Infrastructures IS
Teachers
& Staffs
Financial
Records
Organization
StructureSchool
Programs
Facilities &
Infrastructures
Communication
Logbook
Application Layer
Data Sources
Students CurriculumsTeaching
Administrations
Student
Mentoring
Logbook
Student
Performace
Evaluation Log
Data Sources
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CONCLUSION
In this paper, we proposed and presented the new integrated system architecture in the
school management. The most important contributions of this system architecture is to
integrate all aspect of school management that suitable with education system regulation
and national education standard in Indonesia. Hopefully, by establishing the system
architecture, it can improve the quality of education services and fulfill the education
standard.
REFERENCES
[1]. M. Fetaji, B. Fetaji, and M. Ebibi, in Information Technology Interfaces (ITI),
Proceedings of the ITI 2013 35th International Conference On (2013), pp. 193–198.
[2]. The Alberta Teachers’ Association, A Research Study, ISBN 978-1-897196-98-4
(2011).
[3]. M. Fetaji, B. Fetaji, A. Ajredini, and M. Ebibi, in Information Technology Interfaces
(ITI), Proceedings of the ITI 2013 35th International Conference On (2013), pp. 187–192.
[4]. Kementrian Dalam Negeri R.I., Undang-Undang Republik Indonesia Nomor 20 Tahun
2003 Tentang Sistem Pendidikan Nasional (2003).
[5]. Kementrian Dalam Negeri R.I., Peraturan Pemerintah Nomor 19 Tahun 2005 Tentang
Standar Nasional Pendidikan (2005).
[6]. R. Sessions, A Comparison of the Top Four Enterprise Architecture Methodologies
(Object Watch Inc, 2007).
[7]. PT. TELKOM INDONESIA, (2012).
[8]. Yayasan Indonesia Membaca, (2009).
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CS-10512
TEACHING SIMULATOR FOR DEVELOPMENT OF
PROFESSIONAL TEACHER
Siti Fatimah1, Wawan Setiawan
2, Jajang Kusnendar
2, Ria Anggraeni
2, Enjun Junaeti
2
1Departemen Pendidikan Matematika, Universitas Pendidikan Indonesia, Jl. Dr. Setiabudi
no 229, Bandung 40154, Indonesia 2Departemen Pendidikan Ilmu Komputer, Universitas Pendidikan Indonesia, Jl. Dr.
Setiabudi no 229, Bandung 40154, Indonesia
Article info Abstract
Keywords: teaching simulator,
RPG,
pedagogical competencies.
Usually, to provide knowledge about pedagogical competence of teacher
to-be, they are trained trough micro teaching. In micro teaching, teacher
to-be teaches the students while the judges observe and evaluate it.
However, based on the result test of certified teachers’ competence, the average of pedagogical competence is lower than professional
competence (material comprehension). Because of it, besides micro
teaching we need another tool to improve pedagogical competencies.
This paper provides a new tool named Teaching Simulator that is
developed to train and improve the pedagogical competence of teacher
to-be. Teaching simulator is a role playing game (RPG) that simulates
the teaching and learning process in classroom with varies character of
students and lesson plan. User has role as a teacher. Research and
Development is used to build Teaching Simulator. This study results a
flash-based application. It contains features, such as mini games,
simulation games, and form to make a lesson plan that will be used in
the simulation.
Corresponding Author: Siti Fatimah
INTRODUCTION
Education is one of important thing that defines development stage of a country. If the
quality of its education is good, so is the human resource. The quality of human resource
reflects the development of a country. As a development country, Indonesia faces many
problems. One of the problems is low quality education.
Low quality education is caused by many interrelated factors. The hottest issue is the
quality of the educators/ teachers that is considered low. Government made policies to
solve the problem, such as requiring certification of all teachers, and improve the
curriculum. In addition, the government set a rule that the one who eligible as a teacher
must be bachelor degree in education, yet the quality of teachers is still low.
This study offers another solution to solve the problem. It is an application that is built
using Flash. The application is Teaching Simulator. It simulates the teaching-learning
process in a class with various characters of students. Since 2001, there are several
researches that have built teaching simulator. It has features such as tasks, behavior
feedback, and course material. It also has feature that allows to choose various characters
of student with different level of intelligence, behavior, gender, etc. [1][2] However, there
is no lesson plan as controller/ guidance in teaching-learning process.
Teaching Simulator in this study is added with lesson plan to control how the
simulation is run. Teaching Simulator is intended for college students who are going to
become a teacher (teacher-to be). By using teaching simulator, the students can learn how
to conduct a class with a lesson plan and deal with various students. It also allows students
to observe several learning models. After the simulation, students can explore and evaluate
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their teaching technique that has been applied. Students can make new lesson plan by
editing the xml file inside the application. This application is equipped by Mini Games to
improve students’ knowledge about learning models. There are three games that can be
played by the students.
RESEARCH METHODOLOGY
Research and Development (R & D)
Teaching Simulator will be applied at multimedia laboratorium of Computer Science
and Mathematics Study Programs. Research and Development is used in this study to build
Teaching Simulator. The steps are as follow (see Figure1).
FIGURE 1. Scheme of System Development
Research Procedure
Based on the research method, the procedure contains stages as follows (see Figure 2).
FIGURE 2. Stages of System Development
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RESULTS AND DISCUSSION
Making Animation Film In Preparation stage, there are three teams that have formed. They are animation team,
film team, and material course team. Material course team selected curriculum and
learning models that will be used. The curriculums are KTSP 2006 and 2013 curriculum.
CTL (Contextual Teaching and Learning) and Direct Learning are Learning Model that
used. Filming of animation film was conducted for two days with talents as teacher and
students of junior high school. The teacher delivers material about circle. The lesson plan
was designed for one meeting (2x45 minutes). Figure 3 and Figure 4 present the
photograph image of part of learning process in animation video.
FIGURE 3. Teacher explaining the theory about circle.
FIGURE 4. Teacher guiding the students to discover formula to calculate the area and
perimeter of circles.
Teaching Simulator Development Stage
Animation team consists of programmer; graphic designer and animator analyze and
evaluate prior version of Teaching Simulator. Teaching Simulator simulates teaching-
learning process with certain model and topic. Several bugs were found, as follows:
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1) Sound Setting
2) Making template to create Lesson Plan using XML
3) Adjusting and adding Mini Games
4) User interface modification
Adding and changing rules to calculate cognitive and affective aspect of the students in
the simulator. The figures below show the user interfaces and features of Teaching
Simulator.
FIGURE 5. Aplication Setting.
FIGURE 6. Teaching Simulator.
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FIGURE 7. Mini Games
CONCLUSIONS
Study conclusions as follows:
1. The animation video of example of learning model are presented.
2. The current state of Teaching Simulator are presented.
ACKNOWLEDGMENTS
We acknowledged Kementrian Riset, Teknologi dan Pendidikan Tinggi (Grant:
Progam Unggulan Perguruan Tinggi (PUPT) and Program Hibah Kompetisi Asosiasi
Profesi Mahasiswa (PHKAPM)).
REFERENCES
[1]. Malcom Brown et al, Next Generation Learning Challenge: Simulating Teaching,
http://www.educause.edu.
[2]. Larry Copes et al, The Teaching S!mulator, http://www.edmath.org.
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CS-10513
IT Balanced Scorecard Method For University Information
Technology’s Performance Measurement System (Case Study: Computer Science Department, Indonesia University of
Education)
Rizky Rachman Judhie Putra, M.Kom
1, Budi Laksono Putro
2, Herdi Agustina
3
Computer Science Department, Faculty of Mathematics and Natural Science,
Indonesia University of Education
Jl. Dr. Setiabudhi No. 229 Bandung 40154 West Java, Indonesia
Article info Abstract
Keywords: Performance measurement,
IT Maturity
IT Balanced Scorecard
The purpose of this study was to identify IT maturity level in
University Information Technology. IT maturity level emphasis on
harmony between IT strategy and University’s Business strategy. The research data taken from the University strategic plan and use it as a
measurement in IT Balanced Scorecard Method. There are four
perspective in IT Balanced Scorecard Method, which are : 1) Business
Contribution, 2) User Orientation, 3) Operational Excellence, 4) Future
Orientation. Base on implemented software measurement result which
uses IT Balanced Scorecard Method, the findings indicated that IT
maturity level of organization which became the research object are
85,9%8 indicates the maturity level in the Optimized level. That level
obtained from Business Contribution point perspective by 22.50%,
User Orientation perspective by 21.88%, Operational Excellence
perspective by 22.61%, and Future Orientation
perspective by 19.00%.
Corresponding Author: [email protected]
INTRODUCTION
The development of information technology very quickly has led usage of information
technology in almost all areas of human life. The information technology consists of three
main components, 1. computer technology (hardware and software), 2. content technology
(databases and multimedia), and 3. communications technologies (network and internet)
[1]. With these developments, the involvement of information technology in business
process organization becomes an important element in efforts to improve efficiency,
productivity, and performance of the organization in order to improve competitiveness in
the business [1].
In the university's management , there are basically three main aspects are managed,
the first managing process is divided into two major sections, to be spesific core processes
(processes for the functioning of the college - Tri Dharma University), and supporting
processes (processes related to the function business, such as finance, human resources,
and marketing), the second is to manage content in higher education is an activity that is
very important, because it consists of learning content management, research, and
development of other sciences, while the third is to manage resources is to manage all
resources owned by the college [1]. Universities need information technology in managing
three major aspects to be managed properly. Functions of information technology in
university not only as support activities such as administration, but also has been widely
used for the core activities of teaching and research as the useof e-learning [1].
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Along with the increasing role of information technology in university, it must be
followed by a managing organization that manages the information technology. IT
organizations in university plays an important role in the success of IT implementation,
because in addition to managing the technical aspects also manages expensive assets, as
well as being one of the drivers of change in the organizational culture so that the
evaluation of the success of the college of information technology function becomes very
important to measure the effectiveness and productivity of a given considering the
implementation of information technology requires an expensive investment and
operational costs [1].
Many methods can be used to measure the performance of information technology that
has been implemented in an organization, but not all methods can describe the full
effectiveness of the performance of information technology. So far, financial factors
become a benchmark of the success of the company, but that measurement can not be used
to solve real problems that occur at this time [2]. IT Balanced Scorecard method was
chosen because it is balanced measure two aspects of financial and non-financial, short-
term and long-term, as well as internal and external [3]. IT Balanced Scorecard method
adopted from the Balanced Scorecard method (BSC) which use at the Department of
information technology by Wim Van Grembergen and Van Bruggen in 1997. The purpose
of the IT Balanced Scorecard is that it allows users to adjust the IT planning and activities
with the goals and needs of the organization, adjust employee effort with the goal of IT,
providing measurements for evaluating the effectiveness of IT organizations, encourage
and maintain the increasing of IT performance and the achievement of a balanced outcome
between groups of stakeholders [4]. There are four perspectives that are measured in the IT
Balanced Scorecard to be specific Business Contribution, User Orientation, Operational
Excellence, and Future Orientation. The four perspectives have causal relationships that
mutually affect one another [5]. Based on the above description, the researchers sees the
need to assess the performance measurement of information technology in university to
facilitate the management of measuring the performance of the technology that is
implemented and to conform information technology strategy with business strategy. So
researchers sets title "IT Balanced Scorecard Method For University Information
Technology’s Performance Measurement System " with a case study in Indonesia University of Education to be spesific Computer Science Department.
THEORITICAL BASIS
A. Performance Measurement
Performance measurement is a method or tool that can be used to record and assess the
achievement of the implementation of activities based on the goals, objectives, and
strategies of the individual or organization so that it can be seen the progress of an
individual or organization as well as the results of performance measurement can be
used to improve the quality of decision-making and accountability [6]. There are five steps
IT performance measurement, these measures are [7]:
Determine what you should measure
Determine what you can measure
Collecting data
Data processing
Analyze the data.
Performance indicators are the criteria used to judge success in achieving
organizational goals embodied in certain sizes [8]. In determining the performance
indicators need to be consideration of the following components [8]:
Cost of service
Utilization
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Quality and standards
Coverage
Satisfaction
Meanwhile, according to Jessica Keyes, there are several steps to determine performance
indicators that can be applied throughout the organization [9]:
Determine vision, mission and strategy of the organization
Develop goals, size, and performance goals
Adjustments might be needed
B. IT Balanced Scorecard
IT Balanced Scorecard merupakan salah satu metode pengukuran untuk mengukur
kinerja TI pada organisasi. Pada tahun 1997, Wim Van Grembergen dan Van Bruggen
mengadopsi Balanced Scorecard (BSC) untuk digunakan pada Departemen TI organisasi.
Terdapat perbedaan perspektif antara Balanced Scorecard (BSC) dengan IT Balanced
Scorecard, perbedaan tersebut dapat dilihat pada gambar dibawah ini [2] :
The four perspectives has causality relationship that mutually affect one another. The
following is a standard concept of IT Balanced Scorecard [5]:
Figure 2. Standard IT Balanced Scorecard
Business Contribution perspective ; This perspective refers to internal business
processes. Metrics based on this perspective allow the executive managers to know
how well their business is running
User Orientation Perspective; This perspective refers to internal users. Metrics based
on how internal user assessing or seeing results from IT’s organization.
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Operational Excellence Perspective ; ; This perspective refers to show how IT
management assess or seeing an effectivity & efficiency of IT organization Process.
Future Orientation Perspective; ; This perspective refers to IT organizations role to face
future challenge.
According Jessica Keyes (2005), the purpose of IT Balanced Scorecard within a simple
scope but complex to execute :
IT plans must conform to business goals and needs.
Establish appropriate measures for evaluating the effectiveness of IT.
Coordinating Employees efforts to achieve IT goals
Stimulate and improve IT performance.
Achieving a balanced result in the entire group of stakeholders.
Implementasi IT Balanced Scorecard di Perguruan Tinggi
C. IT Balanced Scorecard Implemention in University
The role of information and communication technology (ICT) in university not only as
a supporting administration activities only, but is also used to support the core activities,
namely learning and research [1]. Here is a picture showing the main management aspect
in university [1]:
Figure 3.Main aspects of University Management
The development of the role of ICT in university shows that the implementation of it
has become a strategic activities universities in conducting its business process [1]. Here's
a picture that shows the role of ICT in university [1]:
Figure 4. The Role of ICT in University
Along with the growth of the role of ICT in university, the need for restructuring the
organization, especially the ICT division that plays an important role in managing ICT so
that the implementation of ICT works well [1]. Here's a picture that shows the functions of
the organization of ICT in University [1]:
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Figure 5. The Function of ICT Organization in University
Evaluation a functions of the implementation of ICT in university should be performed
to determine the extent of the success of the ICT implementation. Given the
implementation of ICT requires large cost of investment and operational for college so
came the idea how to measure the effectiveness and productivity of ICT [1]. According
Harjanto Prabowo, IT Balanced Scorecard method often used in measuring the
performance of IT in university because this method is able to describe the
relationship between ICT strategy with organizational strategy [1].
To achieving success in implementing IT Balanced Scorecard method in measuring of
IT performance, it is important to choose only two or three success factors related
with the business for each perspective of on the IT Balanced Scorecard method [7]. This
can be done by learning about the strategic plan and targets to be achieved by the
organization.
D. IT Balanced Scorecard Weighting
Weighting implemented to assess the scale the performance figures or performance
achievements index [3], which is consists of:
Achievement Index of The Main Performance Indicator (IKU); an index that shows
achievement of each IKU set. IKU achievement status determined based on
polarization data. Polarization data indicate expectations of the direction compared to
the actual value of the IKU relative to the target value. For calculation of the index
used IKU achievements of polarization maximize the following formula:
Strategic Objective Value (NSS); NSS is a value that indicates summary of all IKU’s values in the NSS. NSS achievement status is shown with red / yellow / green
determined by the NSS. NSS calculated only on the organizational units that has a
strategy map. NSS calculated with the following formula:
Perspective Performance Value (NKP); for the organizational unit that has a strategy
map. NKP is flexibly adapted to the characteristics of the organizations concerned to
consider the perspective priorities that become the focus the organization's strategy.
NKP calculated with the following formula:
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Performance Unit Value (NKU); performance of an organization unit value based
method of balanced scorecard that also to function as chairman of the unit performance
values of the organization. NKU calculated with the following formula:
E. Maturity Level For The IT Balanced Scorecard
IT maturity model is a tool used to measuring how goodIT management process related
to internal controls associated with the IT and business objectives of the organization [10].
To determine maturity level of the IT Balanced Scorecard be used IT maturity model used
by Wim Van Grembergen in his research entitled “Linking the IT Balanced Scorecard to
the Business Objectives at a Major Canadian Financial Group”. There are five levels of
maturity in IT Balanced Scorecard Maturity Model namely level 1 initial, level 2
repeatable, level 3 defined, level 4 managed, dan level 5 optimized to the following
characteristic[10].
METHODOLOGY
Measurement analysis using the IT Balanced Scorecard is based on the organization's
strategic plan related to planning for the field of information technology which is
implemented by the organization. Drafting IT Balanced Scorecard conducted after the
implementation of the vision and mission of the organization into the IT strategy of the
organization. Vision and mission of the organization then translated into strategic
objectives and measurement strategy. This is because the purpose of the strategy and
measurement strategy is an instrument which needed to run the IT Balanced Scorecard as a
measurement function. Having set a strategic goal, the next step to do is construct a map of
the organization's strategy to create a causal relationship between the strategic objectives
that have been defined previously. The causal relationship will be shown in the following
figure:
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Drafting strategic objectives for each perspective of the IT Balanced Scorecard
prepared by management of the organization which refers to the organization's strategic
plan. The results of measurements on the strategic objectives for each perspective of the IT
Balanced Scorecard as follows:
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From the table above, the value of results obtained for each performance measurement
perspective The perspective of the performance results are used to obtain the value of the
performance units as follows:
CONCLUSION
Based on the results of research and discussion that has been described, be concluded
as follows:
1. IT performance in organizations researched are at level 5 (optimized) with
achieving a value of 85.11%. IT maturity value is obtained from the value
perspective Business Contribution of 22:50%, User Orientation perspective of
21:00%, Operational Excellence perspective of 22.61%, and the perspective of
Future Orientation of 19:00%.
2. Researched education process at the level of 5 (optimized) with achieving a value
of 85.11%. IT maturity value is obtained from the value perspective Business
Contribution of 22:50%, User Orientation perspective of 21:00%, Operational
Excellence perspective of 22.61%, and the perspective of Future Orientation of
19:00%.
3. From the expert validation of software that is built provides results of 82.64%,
which means the software is built in the excellent category to be used.
4. From the user measurement of software that is built gives results of 85%, which
means the software is built in the excellent category to be used.
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REFERENCES
[1] Prabowo, H., “Balanced scorecard implementation of IT in University”. National
Seminar of IT Appilcation (SNATI), Yogyakarta, 2007.
[2] Maula, K. and Ghozali, K., “Evaluation of IT Performance At PT. XYZ Using IT
Balanced Scorecard”. Jurnal Teknik Pomits. 1 , (1), 1-6., 2012.
[3] The Centre for Analysis and Policy Harmonization Secretariat General of the Ministry
of Finance, Performance Management Guide Based Balanced Scorecard in the Ministry
of Finance. Jakarta: Ministry of Finance, 2010.
[4] Hidayanto, A. N. et al., “[IT Support Level Measurement On Directorate of
Communication and Information Technology Transformation, the Directorate General
of Taxes By Using IT Balanced Scorecard”. Journal of Information Systems, 6, 2010.
[5] Grembergen, W. V., “The Balanced Scorecard and IT Governance”, Information
System Control Journal, IT Governance Institute, 2000.
[6] (2014, December) Blogspot. [Online]. Available at:
http://mohmahsun.blogspot.com/2011/04/konsep-dasar-pengukurankinerja.html.
[7] Tran, H., “Measuring IT service performance - A balanced scorecard Approach”.
Bachelor’s Thesis in Laurea University of Applied Sciences: not published , 2013.
[8] (2014, December ) Blogspot. [Online]. Available at :
http://mohmahsun.blogspot.com/2011/04/indikator-kinerja.html.
[9] Keyes, J., Implementing The IT Balanced Scorecard. Florida: Auerbach Publications,
2005.
[10] Grembergen, W. V. et al., “Linking the IT Balanced Scorecard to the Business
Objectives at a Major Canadian Financial group”, The Information Technology
Alignment and Governance (ITAG) Research Institute, 2003.
[11] Puspanegara, T. S. (2012). Social Media Development base on Digital Asset
Management System for Information Share. Essay at Indonesia University of
Education.
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CS-10523
Development of Educational Game by Incorporating Gagne’s Nine Events of Instruction
Rini Martiani1,a)
, Wawan Setiawan1,b)
, Heni Rusnayati3,c)
1Computer Science Education Department, Indonesia University of Education,
Jl. Setiabudi no 229, Bandung 40154, Indonesia 3Physics Education Department, Indonesia University of Education,
Jl. Setiabudi no 229, Bandung 40154, Indonesia
Article info Abstract
Keywords:
This research was suggested by student’s lack of motivation on learning. The purpose of this research was to develop an educational game by
incorporating Gagne’s Nine Events of Instruction and then to implement it to measure game’s appropriateness level and to measure students’ motivation level towards learning activities within the game.
Development process of this educational game was based on research
and development method, which was broken down to five processes;
analyze process, design process, development process, implementation
process, and evaluation process. During analyze process, all of the
information needed for game development was collected. Game design
and Gagne’s events were compiled during design process and created on development process. On implementation process, the developed game
was judged by experts and then implemented to 30 students based on
one-group pretest-posttest design. Some instruments used were survey
and observation instrument, expert judgment instrument, and ARCS
motivation instrument. Result of this research was an educational game
with Gagne’s events incorporated. Expert judgment result showed that this game application appropriateness level is very high while students’ motivation level after game application implementation is classified as
high. Results of this research could be use as future reference on how to
incorporate a learning principle on game design.
Corresponding Author: a)
INTRODUCTION
Ideally, learning process should be able to motivate students to actively participate on1.
But in the reality, learning activities in classroom can’t always be done ideally. Field observation result showed that teacher tends to use traditional learning method to transfer
the information. Although there’s some illustration used along the learning process, it’s not enough to motivate students to learn the subject furthermore. This survey is shown on
Table 1.
TABLE 1. Result of preliminary study
Statement Answer
SA A NA SNA
Illustration that was used by teacher
motivates me to learn logic gate material
outside school.
6% 19% 74% 0%
SA = Strongly Agree, A = Agree, NA = Not Agree, SNA = Strongly not Agree
Previous research done by Theng10
shows that Gagne’s events on interactive multimedia could improve students’ learning outcome and motivation. This research, however, focused on multimedia in a form of game. We aim to empower its potential by
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incorporating an instructional design as its foundation. The developed game’s activities represented every Gagne’s events to support learning process. Game as Learning Media
A game is an activity that requires at least one player, has rules, and has a victory
condition11
. Many scholar suggest that game was capable to effectively support school
learning8,12
. Some other research found that game usage had positive effect towards
students’ motivation and learning outcome3,7. However, a game which specifically
developed for learning should have a learning principle embedded. Integration of learning
principles on design and construction of a game would give better opportunites to teach
content to students6.
Gagne’s Nine Events of Instruction
Firstly, Gagne identified five domains of learning outcomes5. There were verbal
information, intellectual skills, motor skills, attitudes, and cognitive strategies.
Furthermore, Gagne compiled nine events that build an effective learning program to
obtain those different learning outcomes. These were external events that support internal
learning process.
Gain attention. The beginning of learning process should be able to wake students’ alertness about the subject or even the learning process itself.
Provide learning objectives. Students would be aware about what to expect on the
learning process when they were informed about the learning objectives.
Stimulate recall of prior knowledge. New learning material could be integrated by
previously learned one. The recalled knowledge didn’t have to be the exact same material; it could be done by recalling previous concept or rules instead.
Present the material. On this event, the learning material was presented to students.
The method can be adjusted to the expected learning outcome.
Provide guidance for learning. Provide additional guidance to increase the
understanding of learners. This guide is given when any new material added. The
strategy used is the provision of case examples or illustrations.
Elicit performance. In this event, students demonstrated their new skill or knowledge.
This event commonly called “practice”.
Provide feedback. Feedback was needed to confirm degree of correctness of students’ performance.
Assess performance. Give an assessment of the actions taken by learners to make sure
whether the learning material conveyed properly.
Enhance retention and transfer. At the end of the lesson, learners were given the
strengthening of the material provided. Give a description of the same case in the real
world.
Gagne’s events is chosen because its approach is directed by teacher3, so it’s aligned
with the criteria for a educational game4. Previous research showed that applying Gagne’s
Nine Events of Instruction on a learning activities resulted a significant differences
between the performance score of students taught by Gagne’s events and traditional one9.
METHODOLOGY
Game development part was based on research and development method and its
implementation on students used One-Group Pretest-Posttest design.
TABLE 2. Research design
Pretest Treatment Posttest
O1 X O2
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On its implementation, students were given two types of test, pretest and posttest to
measure effectiveness level of one of Gagne’s event; enhance retention and transfer. This
game was implemented on 30 vocational school students, which already learned logic gate
material before.
RESULTS AND DISCUSSION
The developed game, named Save the Plants (or StP for short) was created and
designed by using Construct 2 game engine. StP’s genre was puzzle-simulation and the
gameplay was designed to make players interact with various basic logic gates (AND, OR,
NOT, XOR, and NAND gates). Its learning objection is to give students a better
understanding about basic logic gates’ functions. Final forms of the game are executable and HTML5 file.
To incorporate Gagne’s events on the gameplay, game scenario was adjusted to
accommodate action that was needed. This process was shown on Figure 1.
FIGURE 1 Process on incorporating Gagne’s events to game scenario
The first step is to translate Gagne’s events to the form of action. And the second step is to create a correspondence game scenario for each event. The first step was based on by
Gagne’s explanation himself5, while the second step was shown on Table 3.
TABLE 3. Gagne’s events, action, and game scenario design implementation
No. Gagne’s Events Action StP Scenario
1. Gain Attention Use abrupt stimulus
change.
Give a stimulus in a form of video at the
beginning of game.
2. Provide a
Learning
Objective
Tell learner what
they will able to do
after learning.
Learning objective is integrated to game
objective. Learning objective is presented
as game rule.
3. Stimulate Recall
of Prior
Knowledge
Ask for recall of
previously learned
knowledge or skills.
Logic gate tools are given gradually. On
a stage with higher difficulty, player not
only was given a new logic gate tools,
but also have to use previous one.
4. Present the
Material
Display the content
with distinctive
feature.
Logic gate material is provided as a help
menu.
5. Provide Guidance
for Learning
Suggest the
meaningful
organization.
Guidance to pass through first stage is
made as tutorial stage. Other than that,
help menu is provided to guide player on
how to play and access learning material.
6. Elicit Performance Ask learner to
perform.
Player performed their knowledge by
placing some logic gates on one of the
container according to their calculation.
Gagne’s
Events
Action
Game
Scenario
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No. Gagne’s Events Action StP Scenario
7. Provide Feedback Give informative
feedback.
Gives rewards (star) information when
player is successful (how many start does
player get to indicate player’s successful level), and gives playing tips when player
is not successful.
8. Assess
Performance
Require additional
learner performance,
with feedback.
Gives reward (star) when player win.
9. Enhance Retention
and Transfer
Provide varied
practice and spaced
review.
Bonus stage has a different gameplay and
its problem is made to be similar with
real life problem (test).
After several revision and validation, each event scenario is realized. Figure 2 shows
one of screenshot taken from a section of StP games.
FIGURE 2 Regular stage scenario was designed to support ‘elicit performance’ event.
Experts Judgment Result
Expert judgment instrument is developed based on educational game criterias4;
curiosity, fantasy, and player control (A1), challenge (A2), pedagogy (A3), and technology
(A4). The result is shown on Table 4.
TABLE 4. Media experts judgment result
No. Expert Aspects
A1 A2 A3 A4
1. Lecturer 54 14 24 10
2. Programmer 45 15 22 9
Total Score 99 29 46 19
Maximum Score 120 30 50 20
Percentage (%) 82.5
0
96.6
7
92.0
0 95.00
Average Percentage (%) 91.54
Learning material judgment instrument was developed based on Learning Object
Review Instrument (LORI). This instrument measured six aspect; content quality (B1),
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learning goal alignment (B2), feedback and adaptation (B3), motivation (B4), presentation
design (B5), and interaction usability (B6). The result can be seen on Table 5.
TABLE 5. Learning material experts judgment result
No. Ahli Aspects
B1 B2 B3 B4 B5 B6
1. Lecturer 10 20 10 19 17 11
2. Teacher 8 14 13 15 14 12
Total Score 18 34 23 34 31 23
Maximum Score 20 40 30 40 40 30
Percentage (%) 90.00 85.00 76.67 85.00 77.50 76.67
Average Percentage
(%) 81.81
Student’s Learning Outcome
Students’ learning outcome was measured by a pretest and posttest. And then gain score was calculated to see if there’s any differences between the two tests. The result is shown on Table 6.
TABLE 6. Average gain on student’s learning outcome
Average
Pretest Score
Average
Posttest Score
Average
Gain Score Conclusion
27.33 51.67 0.32 Medium
Since all of the students had learned logic gate, the pretest measured their
understanding after classroom learning. Then the posttest measured their understanding
after implementation of StP. Table 3 shows students’ understanding had increased which classified as medium.
Students’ Motivation
The survey evaluated students’ motivation towards learning activities on game. The questions were developed based on ARCS instrument by John Keller (2006)
13. This
instrument evaluated four aspects: attention, relevance, confidence, and satisfaction.
TABLE 7. Students’ motivation level result
No. Aspect Total Score Maximum
Score
Percentage
(%)
1. Attention 375 464 80.82
2. Relevance 362 464 78.02
3. Confidence 356 464 76.29
4. Satisfaction 291 348 83.62
Average Percentage (%) 79.69
Attention and satisfaction aspect is classified as very high, while relevance and
confidence aspect is high. Overall, students’ motivation towards learning activities on StP is high.
CONCLUSIONS
This educational game was developed by incorporating Gagne’s Nine Events of Instruction. This game appropriateness level, according to media expert and learning
material expert, is classified very well. And finally, students’ motivation towards learning activities within the game is high.
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REFERENCES
[1]. Permendiknas, Standar Nasional Pendidikan (PP RI No. 19 Tahun 2005) (Sinar
Grafika, Jakarta, 2007).
[2]. T. L. Leacock and J. C. Nesbit, A Framework for Evaluating the Quality of
Multimedia Learning Resource
[3]. A. Hirumi, Bermain Game di Sekolah: Video Game dan Permainan Komputer
Simulasi untuk anak SD dan SMP (Indeks, Jakarta, 2014), pp. 115.
[4]. R. Peterson, I. Verenikina, and J. Herrington, “Standards for Educational,
Edutainment, and Developmentally Benefical Computer Games”. Proceeding of the
World Conference on Educational Multimedia, Hypermedia and
Telecommunication, Vienna, Austria, 2008.
[5]. R. Gagne, The Condition of Learning Training Application (Ted Buchholz,
Orlando, 1996).
[6]. G. A. Gunter, R. F. Kenny, and E. H. Vick, A Case for a Formal Design Paradigm
for Serious Games
[7]. R. Rosas, M. Nussbaum, P. Cumsille, V. Marianov, M. Correa, P. Flores, et. al,
“Beyond Nintendo: Design and assessment of educational video games for first and
second grade students” Computer & Education, 40(1), 71-24.
[8]. M. Prensky, Digital Game-based Learning (McGraw-Hill , New York, 2001).
[9]. A. Sarfraz and H. Shafqat, “Improving Cognitive Development in Secondary
Chemistry through Gagne’s Events Of Instruction”. (2011). Journal of Education
and Practice. 2, (4), 140-147.
[10]. L. F. Theng and N. Mai, “Effect of Incorporating Gagne’s Nine Instructional Events in the Context of Multimedia-Mediated Student-Centered Learning: Study
on Diploma Student Academic Performance and Attitudinal Feedback”.
Proceedings of the 2nd International Conference of Teaching and Learning (ICTL),
INTI University College, Malaysia, 2009.
[11]. S. Rogers, Level Up! The Guide to Great Video Games Design (Wiley, New York,
2010).
[12]. J. Katz: Up, up, down, down. Slashdot.org (2000)
http://slashdot.org/features/00/11/27/1648231.shtml [25.03.2015]
[13]. Keller, J. Development of Two Measures of Learner Motivation. (2006)
http://olpcorps.wikispaces.com/file/view/ARCSMEA+Partial+Draft+060222.doc
[25.03.2015]
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CS-10236
Learning by Designing Method assisted Media ICT for
Learning Indonesian of Elementary School Students Grade 3rd
and 4th to Build Reading and Writing Skills
Rizky Rachman Judhie Putra 1
, Heri Sutarno 2, Budi Laksono Putro
3, Wahyudin
4
1,2,3,4 Computer Science Program,
Faculty of Mathematics and Natural Sciences Education
Indonesia University Of Education
Jl. Setiabudhi No. 229 Bandung
Article info Abstract
Keywords: Curriculum 2013, Learning by
Designing, Reading and
Writing Skills
Curriculum 2013 is not philosophically different from the KBK and
KTSP 2006, which refers to understand constructivism learning
approach SCL (Student Centered Learning). Indonesian learning in
school consists of four language skills that must be mastered, namely
listening skills, speaking skills, reading skills and writing skills. In
general, the ability to read and write Grade 3 and 4 less. This is caused
by a lack of ability to read so the impact to the lack of ability to write.
Provisional estimates are materials in subjects Indonesian sub discussion
of reading and writing are less easily understood by students if only
using traditional learning methods are lectures where the teacher as the
center.
Learning by Designing Method (UPI KKBK research results in 2013)
has the characteristics to build premises keampat language skills
(listening, speaking, reading and writing) for elementary students. The
stages Learning by Designing Method is Imagine, Create, Share, and
Reflect. Learning by Designing Method support floating research
expertise of the 21st century by the 21st Century Learning Skills, as
described on the website address Http://www.21stcenturyskills.org.
Benefits of learning with Learning by Designing Method is a involving
students as active participants, providing the ability to control and
responsibility for the learning process, encourages creative problem-
solving project design. These conditions inspired us to conduct a
research study entitled "Learning by Designing Method assisted Media
ICT for Learning Indonesian of Elementary School Students Grade 3
and 4 to Build Reading and Writing Skills".
The main objective of this research is the development of Learning by
Designing Method assisted Media ICT for Learning Indonesian of
Elementary School Students Grade 3 and 4 to Build Reading and
Writing Skills. All stages of learning Learning by Designing Method a
positive influence on the achievement of 21st century skills students
learning Indonesian subject of reading and writing although not all have
a significant effect. Phase learning the most significant influence on
Learning and Innovation Skills is the stage Reflect and Share. While the
most significant influence on the Skills of Information Technology and
Media is the Create phase. While the Life and Career Skills significantly
influenced by the stage of Imagine.
Corresponding Author: [email protected],
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INTRODUCTION
Background
Indonesian plays an important role as a means of communication, the development of
science, a culture, and unifying the nation of Indonesia. The importance of language as a
communication tool, it is in the process of language learning should also be directed at
achieving communication skills, both orally and in writing in terms of understanding and
use. Learning to write is one of the critical lessons are taught from an early age. Without
having the ability to write an adequate early primary school children will have difficulty
learning in the next period (Rusyana in Suyatinah 2003: 129).
Curriculum 2013 philosophically no different from the CBC and SBC, which refers to
understand constructivism approach to learning SCL (Student Centered Learning).
Learning Indonesian in school consists of four language skills that must be mastered, the
skills of listening, speaking, reading and writing skills The fourth inter-related language
skills through regular rules, listening skills precede speaking skills, then the last reading
skills and writing skills.
In general the ability to read and write the 3rd and 4th grade students of elementary
school less. This is caused by a lack of the ability to read so the impact to the lack of
ability to write. Low literacy students possible because the influence of some internal and
external factors. Internal factors seen in less skilled students to use the spelling and choose
words so that the preparation of the sentence is still a lot of experienced errors. External
factors emerge from the selection of media, strategies and approaches used by teachers.
Provisional estimates are materials in subjects Indonesian sub discussion of reading and
writing are less easily understood by students if only using traditional learning methods are
lectures where the teacher as the center.
Students currently living in the digital age, with ditandati teknoloi utilization of
information and communication technologies (ICTs) in their lives. Although they interact
with digital media all the time, only a few are able to create their own games, animations,
or simulations. As if they were only able to read but not write. Digital capabilities not only
the ability to chat, browse, and interact, but also the ability to design, create, and invent
with ICT media. In particular methods of Learning by Designing with the aim of helping
students learn to design, create, and invent something (Mitchel Resnick 2002).
Method of Learning by Designing (UPI KKBK research results in 2013) have the
characteristic to develop expertise Indonesian keampat for students MI Taqwa. The stages
Learning by Designing is imagination, designing, making, and reflection. Benefits of
learning methods Learning by Design is to involve students as active participants,
providing the ability to control and responsibility for the learning process, encourages
creative problem-solving project design. These conditions inspired us to conduct a research
study entitled "Learning by Designing Method assisted Media ICT for Learning Indonesian
of Elementary School Students Grade 3 and 4 to Build Reading and Writing Skills".
Problem Formulation
The formulation of the problem in this study are as follows:
1. How does the application of learning Indonesian sub basic reading and writing with
teaching methods Learning by Designing?
2. How is the application of learning methods Learning by Designing the Indonesian
learning using ICT media?
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3. How is the application of learning methods Learning by Designing to help students
learn to improve the skills of reading and writing?
4. How do students' views on the integration of learning Learning by Designing? 5. How does the integration of teaching methods Learning by Designing the effectiveness of student
learning?
Research Objectives
The research objectives are implementation Method Learning by Designing with ICT
Media Learning Indonesian Students In Class 3 Mi Taqwa For Developing Reading and
Writing Skills
LITERATURE
This chapter reviews the literature that supports research, among other Class Action
Research, Reading and Writing grade 3, teaching methods, and computer media for
teaching.
Learning Reading Writing
Learning to read is given at the beginning of class I and II. The aim is that students have
the ability to understand and voice writing with a reasonable tone, as the basis to be able to
read further (Akhadiah, 1991/1992: 31). Learning to read the beginning of the level of the
learning process of reading to master the writing system as a visual representation of
language. This level is often called the level of learning to read (learning to read). Further
reading is the reading level of mastery of the process for obtaining the contents of the
message contained in this tulisan.Tingkatan referred to as reading to learn (reading to
learn). The second level is a continuum, meaning that at the beginning the focus level
reading activities mastery writing system, has also started learning to read with
comprehension although further limited. Likewise, on reading further emphasizes on
understanding the content of reading, still need to improve and perfect mastery of the
techniques starters (Syafi'ie, 1999: 16).
The competency standards subjects Indonesian, in particular aspects of reading, for SD
and MI is "reading letters, syllables, words, sentences, paragraphs, texts reading, plans,
instructions, rules, announcements, dictionaries, encyclopedias, as well as to appreciate
and literary expression through reading literature results in the form of fairy tales,
children's stories, folk tales, animal stories, poems child, lyrics, poetry and drama of the
child. Competence read also directed cultivate reading culture".
Writing skills are not much different starters with the ability to read the beginning. At a
basic level, or the beginning, learning to write more oriented to the ability that is
mechanical. Children are trained to be able to write (like the ability to paint or draw)
symbols wrote that if linked in a structure, symbols become meaningful. Furthermore, with
these basic skills, gradually the children escorted on the ability of expressing ideas,
thoughts, feelings, in the form of written language through symbols written under their
control. This is the ability to write the truth.
Learning by Designing method
In the previous research has shown learning method Learning by Doing is learning by
students passively receive information, but are actively engaged in exploring, experiment,
and express themselves. One of the development of teaching methods Learning by Doing
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is Learning by Designing methods with the goal of helping students learn to design, create,
and invent something (Mitchel Resnick 2002).
Scratch is a new programming model, developed by the Lifelong Kindergarten research
group at the MIT Media Lab (Http://scratch.mit.edu). Scratch supports floating research
skills by learning 21st Century Learning Skills, as described on the website address
Http://www.21stcenturyskills.org. Learning by Designing method using a model consisting
of 5 stages step Scratch that Emagine, Create, Experiment, Share, Reflect is very suitable
for implementing Learning by Designing (Figure 1).
FIGURE 1. Methodology training Scratch
(Lifelong Kindergarten Group, MIT Media Lab)
The explanation of 5 (five) stages are:
1. Imagine
Is the process of thinking ideas imagination of a problem-solving process.
2. Create
Is the process of making of Scratch program design thinking ideas imagination
of a problem-solving process.
3. Experiment
Is a result of the design process to try Scratch program or system for real-world
learning.
4. Share
Is the process of trying to share with fellow students Scratch programming goals
for mutual communication and discussion of the development of Scratch
programmers design that has been created.
5. Reflect
Scratch is a programming evaluation process that has been made, as input to
create the Scratch programming designs better.
Skills Framework for the 21st Century by P21
In this study used the framework of the 21st century skills P21. P21 framework been the
most widely used and is based on the results of the comparison by the BIE, the framework
of P21 has more scope parameter is also accompanied by full documentation.
P21 develop a framework called 21st Century Learning Framework to help practitioners
integrate teaching skills in core academic subjects (P21, hlm.1, 2009). Trilling and Fadel
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(pp. 47, 2009) describes the framework of P21 by using a diagram "rainbow" as shown in
Figure 2
FIGURE 2. Diagram "Rainbow Skills and Knowledge of the 21st century"
Diagram "Rainbow Skills and Knowledge 21st Century" describes the competence of
the students expected that the expertise, knowledge, and skills for students to live and work
successfully in the 21st century (Trilling and Fadel, pp. 48, 2009)
Based on the framework developed P21, each group is composed of parameters
competence competence even smaller with the following composition:
1. Skills to learn and innovate (C1)
a. Creativity and Innovation
b. Critical Thinking and Problem Solving
c. Communication and Collaboration
2. Skills and media information technology (C2)
a. Information skills
b. Media skills
c. Using ICT skills
3. Life skills and career (C3)
a. Flexibility and Adaptability
b. Initiative and self-directed
c. Ability to socialize and Cross-Cultural
d. Productivity and Accountability
e. Leadership and Responsibility
DATA PROCESSING AND ANALYSIS
Data collection
Observation, interviews, and questionnaires conducted to obtain research data. This
research was conducted on a class IV MI Taqwa Bandung. Research selected this location
because the students are used to perform project-based learning, but do not use methods
Learning by Designing. Thus the student learning outcomes will not be too troubled by
aspects of their mental readiness when using Learning by Designing.
Observations carried out on the two fourth grade classes MI Taqwa. Lessons observed a
cycle of learning by using Learning by Designing cycle. Observations made with the aid of
an observer from outside the class to obtain data on adherence to the stages of learning by
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teachers, classroom observation data which includes the activities of students, teachers, and
the effectiveness of learning. Meanwhile teachers observe the students also assess the
learning outcomes of each student.
After study completion, students are asked to fill out a self-assessment questionnaire
that it is an instrument of the framework of the 21st century skills. The charging instrument
made by 31 students of class IV MI Taqwa. Furthermore, the data from the questionnaire is
used to analyze the achievement of 21st century skills using Learning by Designing cycle
coupled with the data assessment of student learning outcomes.
Data processing
1. Validity, reliability, and Normality Data
Testing the validity of research data using Microsoft Excel application assistance with
the validation formula Pearson. The value of α = 0.05 number n = 67, so that the value of r table = 0242. Item declared valid if the value of r count> 0242. Based on test validity of the
data used, all variables declared invalid. Testing the reliability of research data using IBM
SPSS application assistance 22. The reliability of the test method used was Cronbach's
Alpha. Based on this reliability test, each of respondents declared unreliable. Normality
Test is used for the data to be analyzed using AMOS application IBM SPSS v.22 was
otherwise been normal. Test data is attached in Appendix A.
2. Analysis of pretest, posttest, and normalized Gain Index
Analysis of pretest, posttest, and the index gain conducted to determine whether an
increase in cognitive ability to master the subject of research in materials or materials
subject Computer Architecture and Organization by using learning methods Reading and
Writing better.
TABLE 1
Table 1 Value Average pretest and posttest experiment and Gain Index
Pre Test Post Test Index Gain
Cycles 1 64.84 80.32 0.44
Cycles 2 74.68 86.61 0.47
Cycles 3 91.53 99.35 0.92
TABLE 2
Table 2 Summary of Results of Student Learning by Designing Cycle
Skils Learning Step Grade Grade (%)
Wrinting Create 4.15 83
Experiment 4.08 81.6
Share 3.80 76
Reading Reflect 3.62 72.4
Imagine 3.84 76.8
In Table 2 can be seen the value of the average student in the five stages of learning
Learning by Designing. Almost all the average value at each stage in the category of
learning is very good because it is above the value of 75%, except at the stage of Reflect.
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Description Variable Rate
Data that has been tested reliability and validity further processed to determine the value
of the percentage. Value presented on the processing of data from respondents was the
result of calculating the average of each respondent to answer each of the questions.
Table 3 Summary of Self-Assessment Students Skills Category Parameter Grade Grade
(%)
C1 (Learning and
Innovation Skills)
Creativity and Innovation Creative Thinking 4.37 87.46
In Creative works with Others 4.28 85.67
Innovation Implementation 4.09 81.79
Critical Thinking and
Problem Solving
Taking consideration / consultation
with effective
4.04 80.90
Using systems thinking 4.16 83.28
Make judgments and decisions 4.12 82.39
Solve the problem 4.00 80.00
Communication and
Collaboration
Communicate clearly 3.94 78.81
Collaborate with others 4.04 80.90
Average 4.12 82.35
C2 (Skills Information
Technology and Media)
Information skills Accessing and evaluating media 4.18 83.58
Use and process information 4.22 84.48
Media skills analyzing media 4.39 87.76
Creating media products 4.37 87.46
Using ICT skills Applying technology effectively 4.19 83.88
Average 4.27 85.43
C3 (Life Skills and
Career)
Flexibility and
Adaptability
Adapting to change 4.25 85.07
be flexible 4.21 84.18
Managing Goals and Time 3.96 79.10
Work independently 4.04 80.90
Working independently Being learner
self-directed den
4.07 81.49
Ability to socialize and
Cross-Cultural
Interact effectively with others 3.88 77.61
Work effectively with diverse teams 4.15 82.99
Productivity and
Accountability
managing Projects 4.12 82.39
Making the results / products 4.06 81.19
Leadership and
Responsibility
Guide and lead others 3.76 75.22
Responsible for others 3.76 75.22
Average 4.02 80.49
By presenting the data in the table can be seen that all the values were above 3.5, which
if it were presented in a scale of 100 or made percentage is above a value of 75%. A value
above 75% belong to the scale very well.
The percentage value of each group of skills can be seen in Figure 3. Skills C1 (Skills
Learning and Innovation) students' average is 4.27 or 82.40%, the value of skills C2 (Skills
Technology and Media Information) average student even higher is the value of 4:27 on a
scale of 5 or amounted to 84.10%, while the value of C3 skill (Life skills and Career) mean
students are at the lowest value which is 4:02 or 80.42%.
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FIGURE 3. Average Value per group Skills
Model 21st Century Skills
Testing Model
Testing the model goodness of fit is taken from the application IBM SPSS v.22 AMOS
using Chi-square parameter, probability, CMIN / DF, GFI, RMSEA, TLI, and CFI value
generated by the model testing AMOS 4.14 and the images shown by the following table 4.
FIGURE 4. Testing Results Goodness of Fit Model
Table 4 Results of Testing Goodness of Fit Model Measurement
Parameter Grade Reference Test Results Model Evaluation
Chi Square Close to 0 5.649 Good
Probability 0,05 0.342 Good
CMIN/DF 2.00 1.130 Good
RMSEA 0,0 0.044 Good
GFI 0, 0 0.861 Average
AGFI 0, 0 0.990 Good
TLI 0, 0 0.998 Good
CFI 0, 0 0.981 Good
C1 C2 C3
Datenreihen1 82.40 84.10 80.42
78.00
80.00
82.00
84.00
86.00
Gra
de
Average Grades Percentage
Students Skills
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The values of the test results are shown in Table 4 shows that the model has passed the
test of goodness of fit so that the theoretical model with the data obtained is appropriate
and the model does not need to be modified. Estimates of causality and Variable Effects.
Variable Effects
In the calculation of the estimated effect of acquired data concerning the learning phase
Learning by Designing cycles anything significant impact on the 21st century skills. Later
in this section will discuss how large such significance. There are direct and indirect
effects of endogenous variables to exogene variable. However, the research model that is
used throughout the endogenous variables directly related to the exogene variable
Table 5 below shows the significant value of the learning phase Learning by Designing
cycle with 21st century skills produced by AMOS program IBM SPSS version 22.
Table 5 Effect Variables (Standardized Direct Effect)
reflect share experiment create imagine
C2 .000 .000 .473 .362 .003
C3 .008 .013 .267 .097 .501
C1 .366 .381 .075 .004 .277
Previously been known to what extent that affects the 21st century skills of students in a
positive and significant. Based on the table 4.5 it can be seen how high a significance
influence.
That affect the learning stage is the stage C1 skills Share with sizes significance of
38.1%. The second position C1 is affecting skill Reflect stage with a significance value of
36.6%. While the stage Imagine, Create, and Experiment C1 affect the skills of 27.7%,
0.4% and 7.5%.
The learning phase of the most influential on the skills of C2 (information technology
skills and media students) is the stage Experiment with a significance value of 47.3% and
an influential Create phase of 36.2%. Another stage that significantly influence the skills
C2 is the stage experiment with the effect of the significant value of 29.2%. Stage imagine
positive effect on skill C2 but insignificant to the value effect of 0.3%.
While the learning phase of the most influential in C3 skills (life skills and career) is the
stage Imagine the effect of the significant value of 50.1%. Another influential phase high
enough to skill C3 is the stage Experiment with significant value effect of 26.7%. Create
and Share stage had no significant effect with significant value 9.7% and 1.3%.
CONCLUSION
The results of this study can be summarized as follows:
1. The use of computer media can improve learning outcomes Indonesian subject of
reading and writing at Grade 4 MI Taqwa school year 2015/2016. This is evidenced by
the data experiment 1,2, and 3 showed an increase in the value of pretest and posttest
with the average value of the last 96.81, high gain index is 0.83, and classroom
observation with an average value of 4.5 (the bulk good).
2. The growing interest of students in learning and mastery learning Indonesian subject of
reading and writing at Grade 4 MI Taqwa school year 2014/2015. This is evidenced by
the data experiment 1,2, and 3 showed an increase in the value of interest and
thoroughness of increasing the value of the last 97% interest in students and student
mastery final value of 84%.
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3. All phases of learning Learning by Designing a positive influence on the achievement
of 21st century skills students learning Indonesian in the subject of reading and writing
although not all have a significant effect. Learning by Designing learning phase the
most significant influence on Learning and Innovation Skills is the stage Reflect and
Share. While the stage Learning by Designing the most significant influence on the
Skills of Information Technology and Media is the Create phase. While the Life and
Career Skills significantly influenced by the stage of Imagine.
4. Stage 4. Reflect affect Learning and Innovation Skills amounted to 36.6%, while stage
affects Share of 38.1%. Create a significance influence on the stage and Media
Information Technology Skills is 36.2% while the stage Experiment influence of
47.3%. While the stage Imagine having the greatest influence significance of the Life
Skills and career that is equal to 50.1%.
REFERENCES
1. Akhadiah, 1991 / 1992. Menulis I. Jakarta : Universitas Terbuka
2. Depdiknas, 2006. Kurikulum Tingkat Satuan Pendidikan Mata Pelajaran Bahasa
Indonesia. Jakarta : Depdiknas
3. Suparno dan Yunus, M, 2007. Keterampilan Dasar Menulis. Jakarta : Universitas
Terbuka
4. Syafi’ie, I, 1999. Pembelajaran Membaca dan Menulis di Sekolah Dasar. Malang :
Universitas Negeri malang
5. Resnick, M. (2007). All I really need to know (about creative thinking) I learned
(by studying how children learn) in kindergarten. Proceedings of the 6th ACM
SIGCHI conference on Creativity & cognition (pp. 1-6). ACM.
6. Trilling, B., & Fadel, C. (2009). 21ST CENTURY SKILLS | learning for life in our
times. John Wiley & Sons.
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CS-11106
Development of Visualization System in Application Tour
Guide Borobudur Temple Based on Android Using Grey Level
Co-Ocurrence Matrix (GLCM)
Fivtatianti Hendajani1,a)
and Ire Puspa Wardhani2,b)
Abdul Hakim3,c)
1 Computer Engineering, STMIK Jakarta STI&K, Jakarta, Indonesia
2Computer Science Study, STMIK Jakarta STI&K, Jakarta, Indonesia 3Computer Engineering, STMIK Jakarta STI&K, Jakarta, Indonesia
Article info
Abstract
Keywords:
Borobudur is a large Buddhist temple that has many reliefs on temple
walls. When we Visiting Borobudur temple, besides being able to add
insight into the culture, the history of Indonesia may also increase
knowledge of human civilization. To know the history and culture of
the Borobudur temple, especially in the relief of the temple, tourists
can use the services of a tour guide who can accompany each visitor
by providing an explanation of the Borobudur information. With the
application of Borobudur tour guide based on Android to be made, at
least can help tourists to know more about Borobudur. Applications
developed in order to display the visualization of the story reliefs on
temple walls. Smartphone camera used to take pictures o f the temple
wall reliefs will be able to know the purpose of the story is the relief
Grey Level Co-occurance Matrix (GLCM) method. Images obtained
from the camera smartphone preceded by preprocesing process, is the
process of segmentation based on feature extraction. The image results
will then be compared with existing data. If the data in accordance
with the expected results or get the best results, it will display a series
of stories in text form.
Corresponding Author: [email protected]
INTRODUCTION
Indonesia has a lot of interesting places that can be visited, from nature tourism to
historical tours. One of the historical heritage and the UNESCO World Heritage entered
the Guinness World Records, as well as archaeological sites in the world's biggest
Buddhist temple is a temple of Borobudur. In this temple there are 2672 relief panels
which when arranged in rows then extends for 6 km. Ensemble relief is the most complete
in the world and unrivalled artistic value as well as every scene is a masterpiece that
represents the whole picture of the life of Buddha. But when we visitting Borobudur
unaccompanied tour guide, we will only see as a pile of stones with a stone wall reliefs
without knowing the history and meaning behind the symbols and the stone wall reliefs.
The specific objectives of the development of visualization systems is a tour guide for
promoting Borobudur participate by providing good information, correct, complete and
uniform. These systems utilize mobile devices based on Android. To find out the story on
temple wall reliefs will be used matching characteristic relief with GLCM method .
Literature study
Smartphone
Smartphone or is a mobile phone that is equipped with high technology such as a
computer. Usually a smart-phone equipped with an operating system, Android OS,
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Windows Phone, Windows Mobile and others. In addition, the smart phone is also
equipped with complete connectivity such as WiFi, 3G or 4G, from single-core processor
to a quad core, the ability to download applications, high-resolution camera and a built-in
Global Positioning System (GPS) [1].
Digital image
Image is another term for an image , which is a form of visual information ." A picture
is more than a thousand words " means "a picture is significantly more than a thousand
words " means that an image will provide more information than the information that is
presented in the form of words. Digital image is defined as a two dimensional light
intensity function , which is expressed by f(x,y) , where the value or the amplitude of f at
spatial coordinates (x,y) expressed the intensity ( brightness ) of the image at point, Digital
image is the image of f (x,y) which has carried out the digitization both coordinate area and
the brightness level . F value at the coordinates (x,y) indicates the brightness level of the
image or the grayness at that point.[2]
Figure 1. Digital image[2]
Preprocessing
Preprocessing is processing image data for processing to processing activities . Usually
involves cleaning of noise in the image, the image color conversion , edge detection on the
image. Preprocessing is processing the original data before the data is processed by the
neural network, preprocessing must be adapted to the needs of the data. Proprocessing goal
is to eliminate noise, clarify the data features, enlarge or reduce the size of data, converting
the original data so that the data obtained in accordance with needs. Proprocessing
advantage is more data ready to be processed by the neural network, the data according to
the needs and features of the data more clearly[3].
Edge Detection
Edge detection in the preprocessing, that is detects the edges and contours of an object
that provides an important role in the human visual system. Furthermore edge detection
can see the edge of the image so that it can assist in describing the visual system or
reconstruct the object. In computer vision, edge detection and contour is one of the basic
image processing is very important[4].
Features Extraction
Features extraction is the process of making the unique characteristics of data to be
processed, features extraction requires creativity and accuracy of researchers, and on the
same object can be taken different features. Feature extraction objectives are: reduce the
amount of data, taking the most important information from the data processed, enhances
precision in image processing. [5]. In improving the quality of the image one of which is
pre-processing, there are three things that can be done in a preprocessing, that is kolekso
geometric (rotation, translation, zoom), an increase in the value of dynamic pixel
(histogram), improvement of image quality (filtering)
Grey Level Co-occurrence Matrix (GLCM)
(a) (b)
Figure 2 ( a) sample images with 4 gray level , ( b ) GLCM at a distance of 1 at 0 ° [6]
f(
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In some cases, the extraction of the first order can no longer be used to identify
differences between the images . Because it takes making statistical characteristics of order
2 is called GLCM . One technique to obtain the statistical characteristics of second order is
to calculate the probability of adjacency relationship between two pixels at a certain
distance and angular orientation . This approach works with membetntuk concurrency
matrix of image data , which is a square matrix with the number of elements as kuardat
number of pixels in the image intensity level . [ 6 ]
In figure 2 and 3 this example of GLCM formation on the image with 4 overall degree
of gray at a distance d =1 and the direction of 0°.
Figure 3. Rules direction with GLCM texture analysis . [ 6]
This approach is often done for texture analysis based on statistical characteristics such
as intensity distribution in the area. Statistical characteristics of texture measurements [7],
which are:
1. Mean, the average of the probability distribution P (i, j) which can be calculated based
on the sample x and sample y, where � ≈ �
(1)
(2)
2. Varriance, to determine the distribution of the value or the deviation of the average
value of the data (texture). Calculated based on the sample x and sample y, where � ≈ �
(3)
(4)
3. Uniformity of energy, Local homogenietas size and is the opposite of entropy. This
feature is used to look at the level of uniformity of texture. The higher the energy
value, the higher the level homogenietas texture. Energy value is in the range [0,1],
where the value of 1 represents a homogenous area.
�= ∑ ∑ � ,�−
=�−
=
�= ∑ ∑ � ,�−
=�−
=
�= ∑ − � ∑ � ,�−
=�−
=
�= ∑( − � ∑ � ,�−
=�−
=
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(5)
4. Entropy, measure the level of randomness (randomness) surface texture due to the
spatial or frequency interference
(6)
5. Contrast, variations in the value of a local intensity in the cooccurrence matrix.
(7)
6. Dissimilarity, size variations in the level of intensity that defines the pixel in the image
pair.
(8)
7. Homogeneity, measuring the level homogenietas texture looping structure in which the
weight value is the inverse of the contrast (equation 9), but in the MATLAB
programming language is the inverse of disimilaritas (equation 10).
(9)
(10)
8. Correlation, size connectedness linear gray level of the pixel relative to the other pixel
at a certain position. The formula given by equation (11) or (12) for a double angle � = � = � and � = � = � .
(11)
(12)
Designing
Borobudur tour guide application running on Android operating system is used on
smartphones. Using this application, users may choose icon Borobudur tour guide to enter
the main menu. Navigation structure of the application is presented in figure 4. At
� ��= ∑ ∑ � ,�−
=�−
=
�= − ∑ ∑ � , . � � , �−
=�−
=
� = ∑ ∑�−=
�−= − � ,
� � = ∑ ∑|�−=
�−=− | � ,
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Rupadhatu choice there is the option to be able to capture the wall reliefs that would later
appear story or intention relief images in text form. Menu utama
Gate ArupadhatuKamadhatu Rupadhatu About
videofoto videofoto Scan
kodevideofoto videofoto
Teks TeksTeksTeksTeks Teks Teks
video Figure 4. Navigation structure of the application
The algorithms for image processing by using filtering can see in figure 5 , the phases
of the Low-Pass Filter processing performed in the system. Start
Finish
Input image
Read image
YCbCr to RGB
Read image by Pixel
Low pass filter
Add noise
Take Y component
RGB to YCbCr
Read image by Pixel
Imshow (Y)
EOF
?
yesno
Figure 5. Flowchart
RESULTS AND DISCUSSION
Android application
(a) (b) (c) (d) (e) (f)
Figure 6. Display applicatioan, (a) icon (b) spalsh screen (c) main menu (a) text display (b)
foto display (c) video display
Development of Android-based applications using a computer with specs Dual Core
with 8 GB of memory, 32-bit operating systems. Used smart phone is the Samsung N7100
Galaxy Note II Quad Core with 16 GB of memory, 2 GB of RAM, 8 MP camera,
3264x2448 pixels. Editor program used is Windows SDK Notepad.Android r-10 to build
the Android emulator. Eclipse Indigo plugins that supports the ADT (Android
Development Tools). Display of Borobudur temple tour guide application can seen on
figure 6.
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(a) (b) (c) (d)
Figure 7. (a) The original image , (b) Image by removing color RGB, (c) Lowpass
filter, (d) Highpass filter
The following are the results of the processing of the application program using the
programming language mathlab 2014b , namely in figure 7. is an example of the process
on the image and table 1 is the result of calculation of the characteristics of color and
texture GLCM statistics to 10 images.
In the image filtering by using Low pass filter, aims to erode the existing image noise,
blur effect, and by using this filter, and by widening the matrix will further flatten its noise
can be seen in figure 7(a). While filtering by using a high-pass two-dimensional image
filter is a high-frequency image and can reduce low frequency image components, by
eliminating the blur effect can be seen in figure 7(b). In Table 1, under the yellow label is
the result of the calculation GLCM with a single angle and under a pink label is the result
of calculation GLCM with double corner.
Table 1. Results of calculation of the characteristics of color and texture GLCM
statistics
CONCLUSION
Visually the human eye, the image is rotated still has a texture similar to the original
image, but not as easy as it is for the computer, and to declare that both have the same
texture analysis is needed physically and mathematically to find a method and also a
proper algorithm in order the computer can analyze and compare the texture between the
two images as was done by the human eye. Image filtering method with Low-Pass Filter
despite being able to soften the image in eliminating noise, but that produced blurred
images, otherwise if using a high pass filter result will be better. In the visible can be seen
that using low-pass filter an image that experienced noise (noise) can be improved though
image quality produced blurry image. This research is still in its early stages in order to
build a visualization system Borobudur tour guide.
REFERENCES
[1]. Wibisono , Yudi, “Mobile Programming dengan Android”, 2011
[2]. Gonzales etc, “Digital Image Processing Second Edition”,USA, 2002
[3]. Anifah, Lilik. “Pengenalan Plat Mobil Indonesia menggunakan Learning Vector
Quantization”. Institut Teknologi Sepuluh November.
[4]. Murni, Anianti, ‘Pengantar Pengolahan Citra”, Elex Media Komputindo, Jakarta,1992.
[5]. Madenda, Sarifuddin,”Pengolahan Citra dan Video Digital”, Penerbit Erlangga,
Jakarta, 2015
[6]. Rancher, A. C. “Methods of Multivariate Analysis Second Edition”. Joh Wiley & Sons,
Canada.2004
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[7]. Albbregtsen, Fritz, “Statistical Texture Measures Computed from Grey Level
Coocurrence Matrices”, Monograph, Image Processing Laboratory Department of
Informatics University of Oslo, 1995
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CS-11403
Application of Support Vector Machine in Hiragana
Handwriting Recognition
Saepudin1,a)
, Eddy Prasetyo Nugroho1,b)
, Rini Martiani1,c)
1Computer Science Department, Indonesia University of Education, Jl. Setiabudhi No 229
Bandung, Indonesia
Article info Abstract
Keywords: Pattern Recognition,
Handwriting Recognition,
Japanase Characters,
Hiragana,
Suppot Vector Machine,
Cross Validation
The invention of technologies that is useful to humans is the discovery
of pattern recognition in the field of machine learning that can mimic
some human sensory processes, although not able to equalize the results
as a whole carried out by humans. Although the development process of
writing a lot of use computerized, but writing with handwriting is still
widely used because the technology can not replace the role of all
human. Therefore, research on handwriting appears to be recognized by
the computer. Handwriting recognition by humans is an easy task but if
done by a computer turns the process is not easy and the main reason of
this problem is the number of characters that must be observed because
every person must have its own characteristics in writing by hand.
Japanese characters such as Hiragana and Katakana, are more complex
when compared with the roman letters. Besides the different character
more to learn it in usually requires a relatively longer time. Hiragana is
used to write original Japanese characters while Katakana is used to
write the characters that come from a foreign language absorbed into
Japanese. The concept of Support Vector Machine (SVM) is looking for
the best hyperplane which separates the two classes. To measure the
best separation hyperplane between two classes are to measure margin
hyperplane and seek maximum points. This research developed a
handwriting recognition technology to images offline through
handwriting letters that have been scanned by using support vector
machine. In this research also used methods of cross validation to
determine the accuracy of the use of classification methods Support
Vector Machine. From this research showed the lowest percentage for
the introduction of the 46 grade of 55.95% while for the second grade
was the result of the highest percentage that could reach 100%.
Corresponding Author:
a)
INTRODUCTION
The increasingly rapid technological developments and many of the latest findings of
research technology experts produce some works that facilitate human’s activities. One result of the invention of technologies that is useful to humans is the discovery of pattern
recognition in the field of machine learning that can mimic human sensory processes,
although not able to equalize the results as a whole carried out by humans.
Discussions are still relevant to be studied as handwriting, although there have been
several methods developed but still much research to produce better input. Because today
although the development process of writing a lot of use computerized, but writing with
handwriting is still widely used because the technology can not replace the role of all
human. Therefore, research on handwriting appears to be recognized by the computer.
Handwriting recognition by humans is an easy task but if done by a computer turns the
process is not easy and the main reason of this problem is the number of characters that
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must be observed because every person must have its own characteristics in writing by
hand.
Traditionally Japanese inscriptions are written vertically, starting from the top right
corner of the paper. Another way writing of handwriting Japanese horizontally from the
left on paper, like how to write a Latin inscription. To write the Japanese letter we can use
the rules of kanji and kana. Japanese characters are more complex when compared with the
roman letters. Besides the different character more to learn it in usually requires a
relatively longer time. With this research is expected to be easier to learn Japanese
characters, especially Hiragana.
Literature Review
Handwriting recognition system is part of a system of pattern recognition. Developing
handwriting recognition when it was discovered Optical Character Recognition (OCR).
Optical Character Recognition
Optical Character Recognition (OCR) is a computer system or application that can read
the letters either from the machine printer or handwritten and can be manipulated. Text
scanned with OCR can be searched word or phrase and every text can be changed,
manipulated or given a barcode.
Based on the book Kamus Komputer dan Teknologi Informasi (Febrian, 2007) OCR
described is a method of reading data by an optical scanner and translates the data into
binary data form that can be read by a computer. Results of OCR text corresponding to the
output image scanner in which the level of accuracy itself depends on the level of image
clarity and methods used in those applications. The image below is a block diagram of
OCR.
FIGURE 1 Block diagram of OCR
Document
Optical Scanner
Location and Segmentation
Preprocessing
Feature Extraction
Recognition and Postprocessing
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FIGURE 2 The best hyperplane which separates the two class -1 and +1
Document; document (hard copy) is the raw data in the form of writing in paper or
other media.
Optical Scanner; optical scanner is the process of converting a document (hard copy)
into digital image files.
Location and Segmentation; the process of separating the observation area and division
on each character to be detected.
Preprocessing; an initial process to remove the parts that are not needed or enhance the
input image to the next process.
Feature Extraction; the process obtain the characteristics of a particular object and
perform calculations and comparisons that can be used to classify the characteristics
that exist in the image.
Recognition and Post processing; recognition is a process for recognizing a character
which is observed by comparing the traits of character that exists in the database while
Post Processing correction if the results are in accordance with the language used.
Identify of Character; the final process is to analyze whether the character in
accordance with the desired result
Support Vector Machine
Support Vector Machine (SVM) is a relatively new technique compared with the
Artificial Neural Network (ANN), which is used to make predictions or regression popular
today because it results in many implementations provide a better solution. Support Vector
Machine (SVM) is part of the algorithm Supervised Machine Learning. Nevertheless, this
algorithm in its performance has reached the state of the art because of its ability in a
variety of applications. Support Vector Machine (SVM) was introduced by Vapnik in 1992
as a series in the field of pattern recognition. SVM is a machine learning method that
works on the principle of Structural Risk Minimization (SRM) with the goal is finding
hyperplane-best hyperplane.
SVM classifier can guess where a kind of tag begins and ends in the text. This classifier
trained from a text that has been annotated. SVM classifier is used to distinguish an item of
a class to another class based on the attributes of training examples. These attributes are
called features. The simplest classification problem is to distinguish between positive and
negative examples of a concept. In the information extraction problem is how to determine
whether the text position is the start of a tag or not and the end of a tag or not. (Muludi,
dkk, 2008).
Bandung, October 17th, 2015 CS
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To measure the best separation hyperplane between two classes is done by measuring
the hyperplane margin and look for maximum points. Margin is the closest distance
hyperplane with each of these classes. The closest pattern is called a support vector.
RESULTS AND DISCUSSION
This study developed a handwriting recognition technology to images offline through
handwriting letters that have been scanned by using support vector machine. In this study
also used methods of cross validation to determine the accuracy of the use of classification
methods Support Vector Machine. Cross Validation is a statistical method to evaluate and
compare the learning algorithm by dividing the data into two or more segments. Segment
one is used for training data and the other is used to validate or as a segment of the test
data. Characteristic method of cross validation training data and test data must be crossed
in a continuous rotation so that each piece of data has a chance to validate. The following
step of cross validation
Divide the data into k subsets of equal size.
Using a subset of data for test data and the other for training data.
In k-times cross validation the first data is divided into segments of equal size k. The
next iteration k training and testing is done in every different iterations of the data held out
for testing while the remaining k one used for training data. In this study we use 10 times
the cross validation because with 10 times the result of extensive experiments for proving
the theoretical 10 times the experiment is the best choice to get the accurate validation
results.
Before the test is carried out prior training process that takes time and the amount of
data of different training. The following is a description of the process of training.
TABLE 1 Parameter measurement of the Training Process
No Number of classes Training Data Time
1. 2 Classes 60 images 0:00:01
2. 15 Classes 450 images 0:35:29
3. 30 Classes 900 images 0:58:09
4. 46 Classes 1380 images 7:01:26
From Table 1 we can conclude that the larger class image and data processing will
require greater time in the process of training. Here are the results of some tests that have
been done using different class. Each result can be seen on tables below.
TABLE 2 Result of the first test with two classes and 60 images
No Experiment Data Amount Accuracy (%)
1. Experiment 1 60 100
2. Experiment 2 60 100
3. Experiment 3 60 100
4. Experiment 4 60 100
5. Experiment 5 60 100
6. Experiment 6 60 100
7. Experiment 7 60 100
8. Experiment 8 60 100
9. Experiment 9 60 100
10. Experiment 10 60 100
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No Experiment Data Amount Accuracy (%)
Average 100
TABLE 3 Result of the second test with 15 classes and 450 images
No Experiment Data Amount Accuracy (%)
1 Experiment 1 450 88,88
2 Experiment 2 450 90,00
3 Experiment 3 450 90,37
4 Experiment 4 450 88,88
5 Experiment 5 450 89,77
6 Experiment 6 450 87,77
7 Experiment 7 450 87,30
8 Experiment 8 450 86,94
9 Experiment 9 450 86,66
10 Experiment 10 450 87,77
Average 88,43
TABLE 4 Result of the third test with 30 classes and 900 images
No Experiment Data Amount Accuracy (%)
1 Experiment 1 900 75,55
2 Experiment 2 900 73,88
3 Experiment 3 900 73,33
4 Experiment4 900 73,33
5 Experiment 5 900 72,00
6 Experiment 6 900 72,77
7 Experiment 7 900 73,17
8 Experiment 8 900 74,16
9 Experiment 9 900 73,82
10 Experiment 10 900 73,33
Average 73,53
TABLE 5 Result of the fourth test with 46 classes and 1380 images
No Experiment Data Amount Accuracy (%)
1 Experiment 1 1380 56,52
2 Experiment 2 1380 55,79
3 Experiment 3 1380 54,83
4 Experiment 4 1380 56,52
5 Experiment 5 1380 56,08
6 Experiment 6 1380 56,4
7 Experiment 7 1380 55,59
8 Experiment 8 1380 55,61
9 Experiment 9 1380 55,87
10 Experiment 10 1380 56,37
Average 55,95
CONCLUSION
In the application of the method of Support Vector Machine can provide average value
accuracy of 100% for 2 classes. For 15 classes, average values obtained 88.43% accuracy,
for 30 classes average values obtained accuracy of 73.53% and for 46 classes can give an
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average accuracy of 55.95%. Processing time for 2 classes spend 1 second, while the
longest time is 7 hours 1 minute and 26 seconds, for 46 classes. The size of the value
depends on the accuracy of feature extraction used and the quality of the image.
Suggestions
Future studies are expected to improve the accuracy for multi-class, although initially
intended to Support Vector Machine classification by 2 classes. Handwriting recognition
not only recognizes a single letter, but also be able to recognize words or sentences.
Conducted research using feature extraction others to see how important the feature
extraction to improve the accuracy of the method Support Vector Machine.
REFERENCES
[1]. A. Ahmad, “Online Handwriting Recognition using Support Vector Machine”. Thesis,
Universiti Tenaga, 2004.
[2]. C. Burges, A Tutorial on Support Vector Machine for Pattern Recognition (Kluwer
Academic Publisher, Boston, 1998).
[3]. M. Cheriet, Character Recogniton System A Guide for Student and Partitioners (John
Wiley, New Jersey, 2007).
[4]. K. Febrianto, “Penerapan Fuzzy Feature Extraction dan Jaringan Syaraf Tiruan
Resilient Propagation Dalam Pengenalan Tulisan Tangan Katakana”. Undergraduate
thesis, Indonesia University of Education, 2010.
[5]. S. Nugroho, A. Witarto, D. Handoko, Support Vector Machine Teori dan Aplikasinya
dalam Bioinformatika. Ilmu Komputer.com 2003.
[6]. R. Pressman, Software Engineering A Practitioner’s Approach Fifth Edition (Mcgraw-
Hill, New York, 2001).
[7]. D. Suryani, “Pengenalan Huruf Hiragana dan Katakana Dengan Integral Proyeksi”.
Undergraduate thesis, Institut Teknologi Sepuluh November, 2009.
[8]. M. Wijaya, A. Prijono, Pengolahan Citra Digital Menggunakan Matlab Image
Processing Toolbox (Penerbit Informatika, Bandung, 2007).