Quality research will not be separated from controlling systems that require a review mechanism. This demand considers it necessary to form an assessment committee or reviewer that ensures that all processes proceed towards the target target. The internal reviewer selection process is carried out by looking at several requirements of each prospective reviewer. The selection process is carried out by looking at the requirements files one by one. For this reason, it is necessary to optimize the method that is able to manage the assessment data of prospective reviewers who have the highest rating value from the results of weight calculations. Decision making in determining internal reviewers requires a method that can provide optimal decision results in terms of relatively fast processing time. The decision support method applied in determining internal reviewers is Simple Additive Weighting (SAW). The reason for choosing the SAW method in this study, the method has a basic concept that is used to find weight values on the performance rating of each alternative on all attributes. The SAW method is commonly known as the weighted summation method. There are six criteria used and fifty-five records for alternatives used. The results of the SAW method ranking obtained by A20 have the highest preference value of 0.77. This study shows the optimality of the SAW method in providing decision results based on an accuracy test value of 80%.
Bermula dari suatu kejadian luar biasa yang menyebar seluruh belahan dunia yakni Corona Virus Disease 2019 (Covid-19) telah memberikan dampak luar biasa di berbagai aspek kehidupan tak terkecuali bidang pendidikan. Inovasi dalam dunia pendidikan banyak bermunculan khususnya hal yang terkait dengan media pembelajaran. Gamification merupakan sebuah pendekatan yang masih baru dan baik untuk diterapkan dalam sebuah proses pembelajaran. Penggunaan gamification dapat memberikan efek positif dan dapat meningkatkan pemahaman serta motivasi dalam kegiatan pembelajaran. Dengan gamified sistem dapat meningkatkan aktifitas perkuliahan daring dengan luaran sistem yang tercatat secara otomatis. Game mekanik yang cocok untuk digunakan pada Learning Management System (LMS) diantaranya leaderboard, ranking, point, dan quests. Metode yang digunakan dalam penelitian ini adalah Extreme Programming (XP) yang merupakan bagian dari Agile Software Development Cycle (siklus Agile). Fase tahapan yang dilakukan perencanaan, perancangan UI/UX, pengkodean dan terakhir pengujian. Dari hasil pengujian usability dengan teknik beta memperoleh prosentase rata-rata 86% dan masuk dalam kriteria baik pada aspek penilaian usefulness, ease of use, ease of learning dan satisfaction.
One of the great potentials that can improve the economy of local communities is development in the tourism sector. Kepulauan Seribu is an archipelago area in the north of Jakarta, this area has tourism potential in the form of a cluster of islands. This group of islands has different characteristics to be used as a tourist attraction, including marine tourism, historical tourism and nature reserve tourism (conservation). Historical tourism in the Kepulauan Seribu has its own charm judging from the historical relics of the Netherlands before Indonesian independence. Islands that have historical tourism potential are the reason for conducting research related to the selection of tourist destinations in the Kepulauan Seribu, such as Kelor, Onrust and Cipir island. The obstacles of the community in finding the right tourism potential are still lacking information from the aspects of attractions, accessibility and facilities. To assist tourists in choosing a place, a decision support system is needed that can be completed using the Simple Additive Weighting method. There are five assessment criteria including scenery, photo spots, transportation, toilets and places to eat/resto. Determination of weights on criteria using a statistical approach from the questionnaire results shared with a likert scale. The result of the preferred tourist recommendation preference value is the island of Kelor because there are seven highest scores obtained by the island compared to Onrust island and Cipir island.
The Covid-19 pandemic has changed lecture procedures and habits. Lecturers and students must get used to carrying out lectures online. Initial observations made by researchers on the use of e-learning turned out to have several obstacles. The biggest obstacle lies in student learning motivation and lecture activities. The solution to this problem is to build a gamified learning application (e-learning combined with game elements). The use of gamification can have a positive effect and can increase understanding and motivation in learning activities. The focus on this writing is not on the process of designing and building the application but on the process of testing a gamified learning application that has been built. The test model carried out is non-functional testing using beta testing techniques. Beta testing is done by distributing questionnaires to users to provide an assessment of their experience in interacting with the application. The purpose of this study is to determine the level of usefulness of the application whether it has been successfully felt by users during interactions on this application. There are five assessment components using five Linkert scales with thirty-five respondents. From the results of the assessment, a percentage of value of 87% was obtained with good categories in the aspects of usefulness, ease of use, ease of learning and satisfaction.
One of the important factors in a business is human resources. The quality of qualified human resources is able to make small industries successful. For the glorious economy of a small industry, it can be a better economy for a country. Therefore, small and medium enterprises need to be developed, one of which is in terms of human resources. Phenomena that occur in general in a small industry related to human resources include the lack of mastery of information technology. The use of the right technology has a relationship with the development of UMKM that have good competitiveness in the industrial era 4.0. This phenomenon is also experienced in one of the home industry in the South Tambun area which is used as a partner. From the results of the observations made, there are problems experienced by partners, including the distribution of limited production and marketing that is carried out conventionally by relying on word to mouth techniques. The stages of this service activity start from counseling, mentoring and mentoring. The briefing of the material presented was the process of managing the marketplace using Tokopedia and the process of designing logos and labels using Canva. From the evaluation of activities, it showed a percentage of pre-test values of 37% and post-test scores of 93. Then for evaluation related to the implementation of activities regarding enthusiasm and satisfaction of activities reached 92%.
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