The increasing human need for Internet access requires Internet access service that is easy to do as the availability of Wi-Fi hotspot. Among the many Wi-Fi hotspots in public service locations in Yogyakarta is still very little attention to the security of data communications on the wireless network. This makes the hacker be interested to discover his ability to perform various activities of cybercrime. This study aims to analyze and test the Wi-Fi network security contained in locations of public services in Yogyakarta. The method used in this study is a qualitative method that consists of five main steps, namely the study of literature, the issue of criteria WiFi, research instruments, data collection, and analysis. The location of public services, Wi-Fi hotspot providers selected in three categories: hotel, restaurant / cafe, and educational institutions. Each public service category taken sample 5 different locations. Testing is done with action that leads to crime by type of action such as sniffing, DNS spoofing and hijacking. The results showed that the majority of Wi-Fi located at the location of public service vulnerable to criminal attack. Wi-Fi throughout the studied (100%) are not secure against sniffing activities, 80% are not secure against DNS spoofing activities, and 66.6% are not secure against hijacking action.
The loss of hearing function in deaf children causes deaf children to experience obstacles in listening to the sound of objects or sounds of language as children generally hear. Therefore, it is necessary to optimize the hearing function of deaf children. The Development of Sound and Rhythm Perception Communication (PKPBI) is a special program to practice understanding sound so that the remaining hearing of deaf children can be maximized. So far, the PKPBI learning media at the sound identification stage used by the Karnna Manohara Yogyakarta Special School teacher is the keyboard. However, the keyboard has weaknesses such as the collection of sounds on the keyboard is very limited. Another problem is the Covid 19 pandemic, PKPBI learning is less than optimal due to limited face-to-face meetings. The purpose of this research is to design a serious game as a learning medium for sound identification for deaf children that can be used in the classroom and at home. The method used to design serious sound identification games is User Centered Design (UCD). Based on the research results, the design of this serious game can be developed into a serious game application to practice sound identification in deaf children.
Purpose: Produce Augmented Reality applications as a medium for introducing Indonesian animals to foster the nation's love for children.Design/methodology/approach: AR applications are built using markers. AR application development uses the MDLC method, which consists of six stages, namely concept, design, material collection, manufacture, testing, and distribution.Findings/result: This research resulted in the application of Augmented Reality Animal Recognition. The results of the tests that have been carried out using the similarity test of 92% for testing the similarity of 3D objects on animals. SEQ testing with an average result of 91.18 on a scale of 10, so it can be concluded that the application has met the needs of users.Originality/value/state of the art: The development of this application focuses on AR applications with models of Indonesian animals and explanations of the characteristics of these animals.
Purpose: to find out what factors cause lecturers and students to adopt and refuse to adopt Google Classroom as a means of E-Learning at the Yogyakarta Nahdlatul Ulama University.Design/methodology/approach: This research was conducted using a qualitative approach to get the meaning of a phenomenon. The Innovation Diffusion Theory is used as the basis for this research to find out how the role of Google Classroom as a means of E-Learning and how the suitability of Google Classroom as a means of E-Learning at Nahdlatul Ulama University Yogyakarta.Findings/result: the factors of adoption consisted of synchronizing the students and lecturers’ email with Google, integrating other Google features, making an efficiency of fund, time and place, finding an alternative way for e-learning, evaluating the facilities, filling the teaching and learning process, communicating between the lecturers and students, and knowing the lateness of submitting assignment. Besides, there were some factors of rejection such as the limited ownership of electronic media, limited knowledge, Internet connection, and no attendance facilityOriginality/value/state of the art: The factors of lecturers and students are adopt and refuse to adopt Google Classroom as a means of E-Learning at Nahdlatul Ulama University Yogyakarta.
Purpose: develope a multimedia application about the history of national heroes from Indonesia.Design/methodology/approach: the method used is the UCD (User Centered Design) method.Findings/result: this multimedia mobile application of national heroes history learning for children's character education has succeeded in meeting user needs.Originality/value/state of the art: a multimedia application about the history of national heroes from Indonesia.
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