The museum's tourism object currently has a low visitor level compared to other tourism objects,
even though the museum's function is very important as an enhancer of people's cultural knowledge.
Judging from the small level of visitors, it cannot be separated from the effects of the promotion carried out
by the museum. From the surveys that have been conducted, museum promotion uses social media more
directly to the public, banners, radio, television, blogs and internet social media. In this study, an
application that serves to promote museums using gamification methods was designed, this method was
chosen because of the many existing promotional techniques, there is still little promotion using game
content, therefore the gamification method is expected to encourage the motivation of users to visit the
museum. This application will provide convenience to the museum management to promote the museum
with media game content without having to spend large development and maintenance costs.
A Response Analysis of Mobile Augmented Reality Application for Tourism Objec...IJECEIAES
As a form of innovation in a promotion media Tourism Objects in Indonesia especially at Purbalingga District, one is through Mobile Augmented Reality (MAR). The utilization of technology application of MAR, give the impression of interactive and real towards an object tourism and provide a special experience for tourists to get the information completely including the tourism location. To deliver care facilities to users, we need the evaluation to development or improvement for next application. The method used in this research is evaluation of user satisfaction towards the multimedia elements. The result of MAR user satisfaction showed that almost all respondents are well satisfied.
Implementation of Augmented Reality as Information and Promotion Media on Die...TELKOMNIKA JOURNAL
Information and promotion became necessary for tourists to get also improve their knowledge of
tourism and their experiences about the tourist destination. Dieng tourist area had manytourist attractions
and would be styled to be promoted at the world level tourism by Central Java government in Indonesia,
but tourist information and promotional media not yet structured and interactive, as well as the need of
media that can provide knowledge, experience for tourists with packaged in an interactive and interesting
way. The purpose of this research is to produce Augmented Reality application that could visualize
information of Dieng tourism objects, as an interactive, interesting information and tourism promotional
media. The user would get information about every tourist attraction in Dieng through the augmented
reality application that contains many contents about the sites by scanned Natural Marker that already
exist in every Dieng tourist attraction sites with his smartphone.
ANALYSIS OF GAMIFICATION ELEMENTS TO EXPLORE MISINFORMATION SHARING BASED ON ...ijseajournal
Gamification elements provide apersonal drive to urge user experience, emotion, fun, and engagement, positively or negatively. These gamification elements mayhave beenunintentionallyemployedthroughthe designand implementation processof social media platforms toencourage users’ behaviour towards misinformationsharing. This study intends to answer the subsequent question” What are the mostly used gamification elements that couldpossibly encourage usersto share misinformation on social media platforms?”. The study empirically investigatesthe usage of gamification elements and their relation to U&G theorywith 286 participants. The results indicated that gamification elements usage scored highwith regard tothe self-expression perspective (frequency=216), as well as theinteraction& collaborations perspective (frequency=198). whereas, the information seeking perspective scored low (frequency=59) and leaderboard were the least usage(frequency=43). The results may be useful to guide software engineering, developers, GUI specialists to cater for design elements settings and their possible negative effects in social media contexts.
Trends in sentiment of Twitter users towards Indonesian tourism: analysis wit...CSITiaesprime
This research analyzes the sentiment of Twitter users regarding tourism in Indonesia using the keyword "wonderful Indonesia" as the tourism promotion identity. This study aims to gain a deeper understanding of the public sentiment towards "wonderful Indonesia" through social media data analysis. The novelty obtained provides new insights into valuable information about Indonesian tourism for the government and relevant stakeholders in promoting Indonesian tourism and enhancing tourist experiences. The method used is tweet analysis and classification using the K-nearest neighbor (KNN) algorithm to determine the positive, neutral, or negative sentiment of the tweets. The classification results show that the majority of tweets (65.1% out of a total of 14,189 tweets) have a neutral sentiment, indicating that most tweets with the "wonderful Indonesia" tagline are related to advertising or promoting Indonesian tourism. However, the percentage of tweets with positive sentiment (33.8%) is higher than those with negative sentiment (1.1%). This study also achieved training results with an accuracy rate of 98.5%, precision of 97.6%, recall of 98.5%, and F1-score of 98.1%. However, reassessment is needed in the future as Twitter users' sentiments can change along with the development of Indonesian tourism itself.
HistoriAR: Experience Indonesian history through interactive game and augment...journalBEEI
This document describes a study that developed an interactive game application called HistoriAR to enhance the learning of Indonesian history. The application uses game-based learning concepts and augmented reality technology built with the Unity game engine and Vuforia SDK. It contains interactive stories about Indonesian history that engage users. An evaluation was conducted using the Technology Acceptance Model questionnaire, which found that users strongly agreed the application was perceived as useful (89.5%) and easy to use (86.33%) for learning history. The study demonstrated the potential of using game-based learning and augmented reality to improve the learning experience in educational institutions.
A gamification framework to enhance students’ intrinsic motivation on MOOCTELKOMNIKA JOURNAL
Technological development supports the distribution of education to various parts of the world through online education. One of the learning media that supports the distribution of learning is the Massive Open Online Course (MOOC). However, MOOC has a low number of students who complete the course. Therefore, this research proposes a "gamification framework" through studies and various approaches in the field of games, intrinsic motivation elements, social learning, and interactive learning environments to overcome the low motivation of students. The proposed framework has been evaluated through validation by experts. The results found that the framework fulfilled the rules and suitability of the instruments and game elements used to increase the intrinsic motivation of students in online learning. Although there are some changes in the function and type of game elements used. For further research, the framework will be used as a guideline to build the Gamified MOOC Platform.
Technopreneurship Mobile Application (TMA): A Support Mechanism for Flexible ...IJITE
- The document describes a study that developed a Technopreneurship Mobile Application (TMA) to support flexible learning delivery for students.
- 95 IT students evaluated the application on functionality, reliability, usability, efficiency, and user interface, giving it an overall excellent rating of 4.20.
- The application was developed using Android Studio, Visual Studio Code, Indexed DB database, and PHP/JavaScript. It allows students to access lessons, submit assignments, and communicate with teachers.
Development of interactive instructional model using augmented reality based ...IJITE
The research aims to develop an interactive instructional model usingaugmented reality based on
edutainment to enhance emotional quotientand evaluate the model. Two phases of the research will be
carried out: a development and an evaluation of the model. Samples are experts in the field of IT, child
psychology, and 7th grade curriculum management. Ten experts are selected by purposive sampling
method. The obtained data are analyzed using mean and standard deviation.
The research result demonstrates the following findings:
1) The results of this research show that Model consists of 3 elements: IIAR, EduLA, and EQ. EQ is a
means to assess EQ based on Time Series Experimental Design using 2 kinds of tools; i.e. EQ Assessment
by programs in tablet computers, and EQ Assessment by behavioral observation.
(2The ten experts have evaluated the model and commented that the developed model showed high
suitability.
A Response Analysis of Mobile Augmented Reality Application for Tourism Objec...IJECEIAES
As a form of innovation in a promotion media Tourism Objects in Indonesia especially at Purbalingga District, one is through Mobile Augmented Reality (MAR). The utilization of technology application of MAR, give the impression of interactive and real towards an object tourism and provide a special experience for tourists to get the information completely including the tourism location. To deliver care facilities to users, we need the evaluation to development or improvement for next application. The method used in this research is evaluation of user satisfaction towards the multimedia elements. The result of MAR user satisfaction showed that almost all respondents are well satisfied.
Implementation of Augmented Reality as Information and Promotion Media on Die...TELKOMNIKA JOURNAL
Information and promotion became necessary for tourists to get also improve their knowledge of
tourism and their experiences about the tourist destination. Dieng tourist area had manytourist attractions
and would be styled to be promoted at the world level tourism by Central Java government in Indonesia,
but tourist information and promotional media not yet structured and interactive, as well as the need of
media that can provide knowledge, experience for tourists with packaged in an interactive and interesting
way. The purpose of this research is to produce Augmented Reality application that could visualize
information of Dieng tourism objects, as an interactive, interesting information and tourism promotional
media. The user would get information about every tourist attraction in Dieng through the augmented
reality application that contains many contents about the sites by scanned Natural Marker that already
exist in every Dieng tourist attraction sites with his smartphone.
ANALYSIS OF GAMIFICATION ELEMENTS TO EXPLORE MISINFORMATION SHARING BASED ON ...ijseajournal
Gamification elements provide apersonal drive to urge user experience, emotion, fun, and engagement, positively or negatively. These gamification elements mayhave beenunintentionallyemployedthroughthe designand implementation processof social media platforms toencourage users’ behaviour towards misinformationsharing. This study intends to answer the subsequent question” What are the mostly used gamification elements that couldpossibly encourage usersto share misinformation on social media platforms?”. The study empirically investigatesthe usage of gamification elements and their relation to U&G theorywith 286 participants. The results indicated that gamification elements usage scored highwith regard tothe self-expression perspective (frequency=216), as well as theinteraction& collaborations perspective (frequency=198). whereas, the information seeking perspective scored low (frequency=59) and leaderboard were the least usage(frequency=43). The results may be useful to guide software engineering, developers, GUI specialists to cater for design elements settings and their possible negative effects in social media contexts.
Trends in sentiment of Twitter users towards Indonesian tourism: analysis wit...CSITiaesprime
This research analyzes the sentiment of Twitter users regarding tourism in Indonesia using the keyword "wonderful Indonesia" as the tourism promotion identity. This study aims to gain a deeper understanding of the public sentiment towards "wonderful Indonesia" through social media data analysis. The novelty obtained provides new insights into valuable information about Indonesian tourism for the government and relevant stakeholders in promoting Indonesian tourism and enhancing tourist experiences. The method used is tweet analysis and classification using the K-nearest neighbor (KNN) algorithm to determine the positive, neutral, or negative sentiment of the tweets. The classification results show that the majority of tweets (65.1% out of a total of 14,189 tweets) have a neutral sentiment, indicating that most tweets with the "wonderful Indonesia" tagline are related to advertising or promoting Indonesian tourism. However, the percentage of tweets with positive sentiment (33.8%) is higher than those with negative sentiment (1.1%). This study also achieved training results with an accuracy rate of 98.5%, precision of 97.6%, recall of 98.5%, and F1-score of 98.1%. However, reassessment is needed in the future as Twitter users' sentiments can change along with the development of Indonesian tourism itself.
HistoriAR: Experience Indonesian history through interactive game and augment...journalBEEI
This document describes a study that developed an interactive game application called HistoriAR to enhance the learning of Indonesian history. The application uses game-based learning concepts and augmented reality technology built with the Unity game engine and Vuforia SDK. It contains interactive stories about Indonesian history that engage users. An evaluation was conducted using the Technology Acceptance Model questionnaire, which found that users strongly agreed the application was perceived as useful (89.5%) and easy to use (86.33%) for learning history. The study demonstrated the potential of using game-based learning and augmented reality to improve the learning experience in educational institutions.
A gamification framework to enhance students’ intrinsic motivation on MOOCTELKOMNIKA JOURNAL
Technological development supports the distribution of education to various parts of the world through online education. One of the learning media that supports the distribution of learning is the Massive Open Online Course (MOOC). However, MOOC has a low number of students who complete the course. Therefore, this research proposes a "gamification framework" through studies and various approaches in the field of games, intrinsic motivation elements, social learning, and interactive learning environments to overcome the low motivation of students. The proposed framework has been evaluated through validation by experts. The results found that the framework fulfilled the rules and suitability of the instruments and game elements used to increase the intrinsic motivation of students in online learning. Although there are some changes in the function and type of game elements used. For further research, the framework will be used as a guideline to build the Gamified MOOC Platform.
Technopreneurship Mobile Application (TMA): A Support Mechanism for Flexible ...IJITE
- The document describes a study that developed a Technopreneurship Mobile Application (TMA) to support flexible learning delivery for students.
- 95 IT students evaluated the application on functionality, reliability, usability, efficiency, and user interface, giving it an overall excellent rating of 4.20.
- The application was developed using Android Studio, Visual Studio Code, Indexed DB database, and PHP/JavaScript. It allows students to access lessons, submit assignments, and communicate with teachers.
Development of interactive instructional model using augmented reality based ...IJITE
The research aims to develop an interactive instructional model usingaugmented reality based on
edutainment to enhance emotional quotientand evaluate the model. Two phases of the research will be
carried out: a development and an evaluation of the model. Samples are experts in the field of IT, child
psychology, and 7th grade curriculum management. Ten experts are selected by purposive sampling
method. The obtained data are analyzed using mean and standard deviation.
The research result demonstrates the following findings:
1) The results of this research show that Model consists of 3 elements: IIAR, EduLA, and EQ. EQ is a
means to assess EQ based on Time Series Experimental Design using 2 kinds of tools; i.e. EQ Assessment
by programs in tablet computers, and EQ Assessment by behavioral observation.
(2The ten experts have evaluated the model and commented that the developed model showed high
suitability.
Tourists Awareness, Expectations, and Challenges Encountered in the use of So...IJAEMSJORNAL
Social media marketing has increased in popularity in the tourist sector because it allows businesses to communicate directly with customers through various Internet platforms, as well as monitor and respond to client comments and assessments of services. This paper focused on the awareness of tourists about the use of social media promotions of tourist attractions. Also, this paper described the expectations of tourists in using social media promotions of tourist attractions. Furthermore, challenges encountered by tourists in using social media promotions of tourist attractions were determined. This study used a descriptive-quantitative method. A total of 89 users of social media promotions of tourist attractions in Nueva Ecija were involved in this study. Tourist respondents are aware that this is a new approach for marketing tool where tourism establishments provide not only basic information of the attractions but even reviews, answers to queries, and the management profile giving them a complete assessment of tourism establishments’ performance and how satisfied are the customers. Furthermore, they expected that social media promotions could provide good customer relations and services. However, there were still challenges encountered when using this marketing strategy such as there are hidden charges, display photo advertisements are different from the actual, and some information are inaccurate as they transact to the tourism establishments. The researcher recommends that in using social media promotions, tourists should be assertive to know all the details of the tourism establishments and attractions before confirming their bookings or reservations.
DEVELOPMENT OF INTERACTIVE INSTRUCTIONAL MODEL USING AUGMENTED REALITY BASED ...IJITE
The research aims to develop an interactive instructional model usingaugmented reality based on
edutainment to enhance emotional quotientand evaluate the model. Two phases of the research will be
carried out: a development and an evaluation of the model. Samples are experts in the field of IT, child
psychology, and 7th grade curriculum management. Ten experts are selected by purposive sampling
method. The obtained data are analyzed using mean and standard deviation.
The research result demonstrates the following findings:
1) The results of this research show that Model consists of 3 elements: IIAR, EduLA, and EQ. EQ is a
means to assess EQ based on Time Series Experimental Design using 2 kinds of tools; i.e. EQ Assessment
by programs in tablet computers, and EQ Assessment by behavioral observation.
2 ( The ten experts have evaluated the model and commented that the developed model showed high
suitability.
DEVELOPMENT OF INTERACTIVE INSTRUCTIONAL MODEL USING AUGMENTED REALITY BASED ...IJITE
The document describes the development of an interactive instructional model using augmented reality and edutainment to enhance emotional quotient. It includes:
1) The development of a model consisting of three elements: interactive instructional augmented reality, edutainment learning activities, and emotional quotient assessment.
2) An evaluation of the model by 10 experts found it to have high suitability, with the interactive instructional augmented reality steps and edutainment learning activity steps rated as having the highest suitability.
3) The experts' evaluation demonstrated that the model's components, steps, and activities were highly suitable for effectively using augmented reality and edutainment to enhance students' emotional quotient.
Gamified mobile/online learning for personal care givers for people with disa...Karel Van Isacker
Gamified mobile/online learning for personal care givers for people with disabilities and older people (Constantinos Mourlas, Stavroula Papavasiliou, Karel Van Isacker and Katerina Sotirakou)
Interactive Technologies and Games (ITAG) Conference 2015
Health, Disability and EducationDates: Thursday 22 October 2015 - Friday 23 October 2015 Location: The Council House, NG1 2DT
Urban gamification uses elements of game design to encourage citizen participation and improve urban living. It presents opportunities for playful interaction in cities and can transform how people experience urban spaces. Game mechanics like points, leaderboards, and rules of play are applied to domains like resource management, decision making, and civic engagement. This approach aims to gather meaningful citizen feedback and foster collaboration between residents and urban planners. Examples show gamification can increase public participation in decision making and make the planning process more inclusive, interactive and data-driven. Potential challenges include balancing creative freedom with real-world constraints and ensuring digital platforms are accessible to all.
This document provides information about Digital Vision, an initiative by Oxfam to support the adoption of digital technologies within its programs. It lists the aims of Digital Vision such as embedding digital approaches, sharing learning, and prioritizing inclusion. It also discusses some of the opportunities and risks of using digital tools, including faster communication but also challenges around exclusion and data security. The document emphasizes that digital should complement rather than replace existing work and that women's rights should be central.
Using gamification principles like badges and leaderboards, this study evaluated the impact on learner engagement in online university preparatory courses on Moodle. Data from 193 participants showed learners spent 25% more time on gamified course activities compared to non-gamified ones. The study suggests gamification can increase learner motivation and performance by rewarding accomplishments and progress through levels with badges. Educators should consider building gamification tools to enhance student engagement in an entertaining learning environment.
Gamification can make learning more fun and engaging for students. Software engineering can utilize gamification to help students learn and improve their skills from the complexity of software engineering. This study used quantitative research to examines perceived ease of use, student satisfaction, and perceived usefulness to measure gamification quality, which can have an impact on software engineering intention, namely intention, loyalty, and participation in following and understanding software engineering materials. The data was collected based on an online questionnaire survey, 90 data were collected and then measured and analyzed using SmartPLS 3. The results showed that perceived ease of use, student satisfaction, and perceived usefulness have a significant influence on gamification quality, which also leads to a positive impact on software engineering intention. This research guides teachers and educational institutions that gamification is very successful as a learning medium to simplify complex information to be more interactive.
An effective approach to develop location-based augmented reality information...IJECEIAES
Using location-based augmented reality (AR) for pedestrian navigation can greatly improve user action to reduce the travel time. Pedestrian navigation differs in many ways from the conventional navigation system used in a car or other vehicles. A major issue with using location-based AR for navigation to a specific landmark is their quality of usability, especially if the active screen is overcrowded with the augmented POI markers which were overlap each other at the same time. This paper describes the user journey map approach that led to new insights about how users were using location-based AR for navigation. These insights led to a deep understanding of challenges that user must face when using location-based AR application for pedestrian navigation purpose, and more generally, they helped the development team to appreciate the variety of user experience in software requirement specification phase. To prove our concept, a prototype of intuitive location-based AR was built to be compared with existing standard-location based AR. The user evaluation results reveal that the overall functional requirements which are gathered from user journey have same level of success rate criteria when compared with standard location-based AR. Nevertheless, the field study participants highlighted the extended features in our prototype could significantly enhance the user action on locating the right object in particular place when compared with standard location-based AR application (proved with the required time).
The impact of gamification on students learning engagementIJECEIAES
Gamification is to use game elements in a non-game context to increase engagement between human and computer, on the other hand, to encourage in-demand for good behaviors in learning. This research tried to increase student engagements in learning by conducted Gamification technique especially in difficult subjects such as Programming Language courses. The previous work was shown that students dropped, failed, or withdrew from the course at rates of between 35% and 50%. Therefore the main objective of this study is to increase student engagements in learning programming subject, and also to measure the impact of game elements on student’s engagements. Finally, the findings have shown the score of game elements that have a good effect on student’s engagement in the experiment group.
This is for educational purposes only. This presentation tackles about my insights and reflections through our journey from lesson 1 to lesson 8 in our subject E-Tech.
"Empowering Myself Through Technology: A Journey of Learning and Growth in Em...princesyvonneanuengo
In this presentation, I will reflect on how the Empowerment Technology subject has empowered me with knowledge and skills in various areas of technology. I will share my journey of learning and growth in multimedia, website development, and social advocacy, and how it has impacted me personally and professionally.
DEVELOPMENT OF RUBRIC TO MEASURE CHILDREN’S CREATIVITY IN GAME DESIGNijma
Today’s Alpha generation have high competency playing digital games. This privileged ability demands
creativity in terms of cognitive and higher order thinking skills when it comes to designing and developing
digital games. Therefore, this study aims to delineate the process of developing a rubric to measure
primary school children’s (age 7 to 12) creativity when creating games as a digital game designer. The
constructs of the rubric were enthused by Torrance Creativity Theory which highlighted on originality,
fluency, flexibility and elaboration that adapted to fit the concept of the game design process. The
development of the rubric underwent three distinctive phases; i) library research; ii) feasibility study; and
iii) expert evaluation. Cohen’s Kappa Coefficient formula was used to validate with average value κ =
.81 (excellent) and the reliability was measured by Cronbach’s Alpha formula with value α = .88
(excellent). Researchers found that by adopting the concept of game-based learning specifically through
game design activity, children’s creativity was significantly enhanced. The rubric of children’s creativity
would be essential for sustainable performance of quality education to produce a generation of critical
thinkers, problem solvers while celebrating children’s uniqueness and diversity in line to develop creative
personality towards digital generation.
DEVELOPMENT OF RUBRIC TO MEASURE CHILDREN’S CREATIVITY IN GAME DESIGNijma
Today’s Alpha generation have high competency playing digital games. This privileged ability demands
creativity in terms of cognitive and higher order thinking skills when it comes to designing and developing
digital games. Therefore, this study aims to delineate the process of developing a rubric to measure
primary school children’s (age 7 to 12) creativity when creating games as a digital game designer. The
constructs of the rubric were enthused by Torrance Creativity Theory which highlighted on originality,
fluency, flexibility and elaboration that adapted to fit the concept of the game design process. The
development of the rubric underwent three distinctive phases; i) library research; ii) feasibility study; and
iii) expert evaluation. Cohen’s Kappa Coefficient formula was used to validate with average value κ =
.81 (excellent) and the reliability was measured by Cronbach’s Alpha formula with value α = .88
(excellent). Researchers found that by adopting the concept of game-based learning specifically through
game design activity, children’s creativity was significantly enhanced. The rubric of children’s creativity
would be essential for sustainable performance of quality education to produce a generation of critical
thinkers, problem solvers while celebrating children’s uniqueness and diversity in line to develop creative
personality towards digital generation.
The need of gamified assessment for engaging learning experiencejournalBEEI
- The document discusses the need for gamified assessment to create an engaging learning experience for students. It explores students' perceptions of gamified assessment through a survey of 86 university students in Malaysia.
- The survey found that students have a strong interest in gamified assessment and feel it would better involve them in the assessment process, improve their motivation, and make assessments more enjoyable compared to traditional methods.
- However, the study also found that some students remained neutral about gamified assessment's flexibility in timing and location, likely due to issues with internet access and the need for a stable connection for online assessments. Developing a rigorous gamified assessment model could help address these issues.
Digital education is the process of using digital technology in teaching and learning. Teachers are under pressure to use digital technologies in teaching students and prepare them for work in a globalized digital economy. Digital education prepares students for becoming digital citizens by making them acquire skills for navigating and existing in the digital world. This paper provides a brief introduction to digital education.
Social Media Success Model for Knowledge Sharing (Scale Development and Valid...TELKOMNIKA JOURNAL
This study aimed to evaluate the success of social media as a means of sharing knowledge among scholars in Indonesia. By using Information System Success Model (DeLone and McLean), this study develops a research model that will be used to investigate what factors are contributing to the success of social media as tool for sharing knowledge among academics. This article would focus on the discussion of instrument development and validation process. The method for development and validation the research instrument was refers to the framework proposed by McKanzie et al. This study resulted in a validated instrument, the instrument could use by researchers who are interested in study social media success for knowledge sharing.
City i-Tick: The android based mobile application for students’ attendance at...journalBEEI
This paper presents City i-Tick, the android based mobile application for students’ attendance at a university. In this study, we developed mobile application for lecturers to take students’ attendance in City University, Petaling Jaya. Managing students’ attendance during lecture periods has become a difficult challenge. The research objectives for this study are to identify user requirement for City i-Tick, to design and develop City i-Tick, and to demonstrate the prototype of City i-Tick. The study is a narrative participatory design and exploits Design Thinking as the research methodology. City i-Tick was successfully validated by 14 lecturers and System Usability Scale (SUS) was used to determine the findings of the study. We found that City i-Tick is effective for lecturers in taking attendance because it is easy to use, easy to learn, and the users feel confident when using this application.
This document is a project report submitted by Pradeep Bhausaheb Chaudhari, a student at Vishwakarma Institute of Management in Pune, India. The report is titled "A Study of digital marketing and social media platforms" and was conducted for Technex Technologies Pvt. Ltd. as part fulfillment for Pradeep's MBA degree. The report includes declarations, acknowledgements, lists of tables and figures, and an index outlining the contents of the report, which will analyze digital marketing and social media platforms.
Review on gamification in children computer interaction (CCI) for persona mod...journalBEEI
Human Computer Interaction (HCI) plays an important role in connecting humans and computers. Many studies conducted to find better alternatives to improve communication between humans and computers. Various frameworks, catalogue and models revised to complement the lack of existing ideas. The growing technology is increasingly being used by not only adults but also children. However, many applications developed do not fully emphasize the use of HCI suitable for children. Thus, Children Computer Interaction (CCI) created to meet the specific needs of children. Yet, there are still many CCI weaknesses being improved to overcome various problems from time to time. One of the ideas presented is through gamification, which is fun and enjoyable in accordance with the nature of the children. Still, the use of gamification is not as simple as adding some game elements into children's apps, but wider to ensure success in achieving the objectives of the developed application. One way that matter is through the use of user-centered design-persona model. So, this paper reviewed the use of current HCI/CCI, gamification and modified the previously proposed design principles in HCI for children into interview questions for data collection which will be analyzed later to create persona model for future work.
Amazon products reviews classification based on machine learning, deep learni...TELKOMNIKA JOURNAL
In recent times, the trend of online shopping through e-commerce stores and websites has grown to a huge extent. Whenever a product is purchased on an e-commerce platform, people leave their reviews about the product. These reviews are very helpful for the store owners and the product’s manufacturers for the betterment of their work process as well as product quality. An automated system is proposed in this work that operates on two datasets D1 and D2 obtained from Amazon. After certain preprocessing steps, N-gram and word embedding-based features are extracted using term frequency-inverse document frequency (TF-IDF), bag of words (BoW) and global vectors (GloVe), and Word2vec, respectively. Four machine learning (ML) models support vector machines (SVM), logistic regression (RF), logistic regression (LR), multinomial Naïve Bayes (MNB), two deep learning (DL) models convolutional neural network (CNN), long-short term memory (LSTM), and standalone bidirectional encoder representations (BERT) are used to classify reviews as either positive or negative. The results obtained by the standard ML, DL models and BERT are evaluated using certain performance evaluation measures. BERT turns out to be the best-performing model in the case of D1 with an accuracy of 90% on features derived by word embedding models while the CNN provides the best accuracy of 97% upon word embedding features in the case of D2. The proposed model shows better overall performance on D2 as compared to D1.
Design, simulation, and analysis of microstrip patch antenna for wireless app...TELKOMNIKA JOURNAL
In this study, a microstrip patch antenna that works at 3.6 GHz was built and tested to see how well it works. In this work, Rogers RT/Duroid 5880 has been used as the substrate material, with a dielectric permittivity of 2.2 and a thickness of 0.3451 mm; it serves as the base for the examined antenna. The computer simulation technology (CST) studio suite is utilized to show the recommended antenna design. The goal of this study was to get a more extensive transmission capacity, a lower voltage standing wave ratio (VSWR), and a lower return loss, but the main goal was to get a higher gain, directivity, and efficiency. After simulation, the return loss, gain, directivity, bandwidth, and efficiency of the supplied antenna are found to be -17.626 dB, 9.671 dBi, 9.924 dBi, 0.2 GHz, and 97.45%, respectively. Besides, the recreation uncovered that the transfer speed side-lobe level at phi was much better than those of the earlier works, at -28.8 dB, respectively. Thus, it makes a solid contender for remote innovation and more robust communication.
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Tourists Awareness, Expectations, and Challenges Encountered in the use of So...IJAEMSJORNAL
Social media marketing has increased in popularity in the tourist sector because it allows businesses to communicate directly with customers through various Internet platforms, as well as monitor and respond to client comments and assessments of services. This paper focused on the awareness of tourists about the use of social media promotions of tourist attractions. Also, this paper described the expectations of tourists in using social media promotions of tourist attractions. Furthermore, challenges encountered by tourists in using social media promotions of tourist attractions were determined. This study used a descriptive-quantitative method. A total of 89 users of social media promotions of tourist attractions in Nueva Ecija were involved in this study. Tourist respondents are aware that this is a new approach for marketing tool where tourism establishments provide not only basic information of the attractions but even reviews, answers to queries, and the management profile giving them a complete assessment of tourism establishments’ performance and how satisfied are the customers. Furthermore, they expected that social media promotions could provide good customer relations and services. However, there were still challenges encountered when using this marketing strategy such as there are hidden charges, display photo advertisements are different from the actual, and some information are inaccurate as they transact to the tourism establishments. The researcher recommends that in using social media promotions, tourists should be assertive to know all the details of the tourism establishments and attractions before confirming their bookings or reservations.
DEVELOPMENT OF INTERACTIVE INSTRUCTIONAL MODEL USING AUGMENTED REALITY BASED ...IJITE
The research aims to develop an interactive instructional model usingaugmented reality based on
edutainment to enhance emotional quotientand evaluate the model. Two phases of the research will be
carried out: a development and an evaluation of the model. Samples are experts in the field of IT, child
psychology, and 7th grade curriculum management. Ten experts are selected by purposive sampling
method. The obtained data are analyzed using mean and standard deviation.
The research result demonstrates the following findings:
1) The results of this research show that Model consists of 3 elements: IIAR, EduLA, and EQ. EQ is a
means to assess EQ based on Time Series Experimental Design using 2 kinds of tools; i.e. EQ Assessment
by programs in tablet computers, and EQ Assessment by behavioral observation.
2 ( The ten experts have evaluated the model and commented that the developed model showed high
suitability.
DEVELOPMENT OF INTERACTIVE INSTRUCTIONAL MODEL USING AUGMENTED REALITY BASED ...IJITE
The document describes the development of an interactive instructional model using augmented reality and edutainment to enhance emotional quotient. It includes:
1) The development of a model consisting of three elements: interactive instructional augmented reality, edutainment learning activities, and emotional quotient assessment.
2) An evaluation of the model by 10 experts found it to have high suitability, with the interactive instructional augmented reality steps and edutainment learning activity steps rated as having the highest suitability.
3) The experts' evaluation demonstrated that the model's components, steps, and activities were highly suitable for effectively using augmented reality and edutainment to enhance students' emotional quotient.
Gamified mobile/online learning for personal care givers for people with disa...Karel Van Isacker
Gamified mobile/online learning for personal care givers for people with disabilities and older people (Constantinos Mourlas, Stavroula Papavasiliou, Karel Van Isacker and Katerina Sotirakou)
Interactive Technologies and Games (ITAG) Conference 2015
Health, Disability and EducationDates: Thursday 22 October 2015 - Friday 23 October 2015 Location: The Council House, NG1 2DT
Urban gamification uses elements of game design to encourage citizen participation and improve urban living. It presents opportunities for playful interaction in cities and can transform how people experience urban spaces. Game mechanics like points, leaderboards, and rules of play are applied to domains like resource management, decision making, and civic engagement. This approach aims to gather meaningful citizen feedback and foster collaboration between residents and urban planners. Examples show gamification can increase public participation in decision making and make the planning process more inclusive, interactive and data-driven. Potential challenges include balancing creative freedom with real-world constraints and ensuring digital platforms are accessible to all.
This document provides information about Digital Vision, an initiative by Oxfam to support the adoption of digital technologies within its programs. It lists the aims of Digital Vision such as embedding digital approaches, sharing learning, and prioritizing inclusion. It also discusses some of the opportunities and risks of using digital tools, including faster communication but also challenges around exclusion and data security. The document emphasizes that digital should complement rather than replace existing work and that women's rights should be central.
Using gamification principles like badges and leaderboards, this study evaluated the impact on learner engagement in online university preparatory courses on Moodle. Data from 193 participants showed learners spent 25% more time on gamified course activities compared to non-gamified ones. The study suggests gamification can increase learner motivation and performance by rewarding accomplishments and progress through levels with badges. Educators should consider building gamification tools to enhance student engagement in an entertaining learning environment.
Gamification can make learning more fun and engaging for students. Software engineering can utilize gamification to help students learn and improve their skills from the complexity of software engineering. This study used quantitative research to examines perceived ease of use, student satisfaction, and perceived usefulness to measure gamification quality, which can have an impact on software engineering intention, namely intention, loyalty, and participation in following and understanding software engineering materials. The data was collected based on an online questionnaire survey, 90 data were collected and then measured and analyzed using SmartPLS 3. The results showed that perceived ease of use, student satisfaction, and perceived usefulness have a significant influence on gamification quality, which also leads to a positive impact on software engineering intention. This research guides teachers and educational institutions that gamification is very successful as a learning medium to simplify complex information to be more interactive.
An effective approach to develop location-based augmented reality information...IJECEIAES
Using location-based augmented reality (AR) for pedestrian navigation can greatly improve user action to reduce the travel time. Pedestrian navigation differs in many ways from the conventional navigation system used in a car or other vehicles. A major issue with using location-based AR for navigation to a specific landmark is their quality of usability, especially if the active screen is overcrowded with the augmented POI markers which were overlap each other at the same time. This paper describes the user journey map approach that led to new insights about how users were using location-based AR for navigation. These insights led to a deep understanding of challenges that user must face when using location-based AR application for pedestrian navigation purpose, and more generally, they helped the development team to appreciate the variety of user experience in software requirement specification phase. To prove our concept, a prototype of intuitive location-based AR was built to be compared with existing standard-location based AR. The user evaluation results reveal that the overall functional requirements which are gathered from user journey have same level of success rate criteria when compared with standard location-based AR. Nevertheless, the field study participants highlighted the extended features in our prototype could significantly enhance the user action on locating the right object in particular place when compared with standard location-based AR application (proved with the required time).
The impact of gamification on students learning engagementIJECEIAES
Gamification is to use game elements in a non-game context to increase engagement between human and computer, on the other hand, to encourage in-demand for good behaviors in learning. This research tried to increase student engagements in learning by conducted Gamification technique especially in difficult subjects such as Programming Language courses. The previous work was shown that students dropped, failed, or withdrew from the course at rates of between 35% and 50%. Therefore the main objective of this study is to increase student engagements in learning programming subject, and also to measure the impact of game elements on student’s engagements. Finally, the findings have shown the score of game elements that have a good effect on student’s engagement in the experiment group.
This is for educational purposes only. This presentation tackles about my insights and reflections through our journey from lesson 1 to lesson 8 in our subject E-Tech.
"Empowering Myself Through Technology: A Journey of Learning and Growth in Em...princesyvonneanuengo
In this presentation, I will reflect on how the Empowerment Technology subject has empowered me with knowledge and skills in various areas of technology. I will share my journey of learning and growth in multimedia, website development, and social advocacy, and how it has impacted me personally and professionally.
DEVELOPMENT OF RUBRIC TO MEASURE CHILDREN’S CREATIVITY IN GAME DESIGNijma
Today’s Alpha generation have high competency playing digital games. This privileged ability demands
creativity in terms of cognitive and higher order thinking skills when it comes to designing and developing
digital games. Therefore, this study aims to delineate the process of developing a rubric to measure
primary school children’s (age 7 to 12) creativity when creating games as a digital game designer. The
constructs of the rubric were enthused by Torrance Creativity Theory which highlighted on originality,
fluency, flexibility and elaboration that adapted to fit the concept of the game design process. The
development of the rubric underwent three distinctive phases; i) library research; ii) feasibility study; and
iii) expert evaluation. Cohen’s Kappa Coefficient formula was used to validate with average value κ =
.81 (excellent) and the reliability was measured by Cronbach’s Alpha formula with value α = .88
(excellent). Researchers found that by adopting the concept of game-based learning specifically through
game design activity, children’s creativity was significantly enhanced. The rubric of children’s creativity
would be essential for sustainable performance of quality education to produce a generation of critical
thinkers, problem solvers while celebrating children’s uniqueness and diversity in line to develop creative
personality towards digital generation.
DEVELOPMENT OF RUBRIC TO MEASURE CHILDREN’S CREATIVITY IN GAME DESIGNijma
Today’s Alpha generation have high competency playing digital games. This privileged ability demands
creativity in terms of cognitive and higher order thinking skills when it comes to designing and developing
digital games. Therefore, this study aims to delineate the process of developing a rubric to measure
primary school children’s (age 7 to 12) creativity when creating games as a digital game designer. The
constructs of the rubric were enthused by Torrance Creativity Theory which highlighted on originality,
fluency, flexibility and elaboration that adapted to fit the concept of the game design process. The
development of the rubric underwent three distinctive phases; i) library research; ii) feasibility study; and
iii) expert evaluation. Cohen’s Kappa Coefficient formula was used to validate with average value κ =
.81 (excellent) and the reliability was measured by Cronbach’s Alpha formula with value α = .88
(excellent). Researchers found that by adopting the concept of game-based learning specifically through
game design activity, children’s creativity was significantly enhanced. The rubric of children’s creativity
would be essential for sustainable performance of quality education to produce a generation of critical
thinkers, problem solvers while celebrating children’s uniqueness and diversity in line to develop creative
personality towards digital generation.
The need of gamified assessment for engaging learning experiencejournalBEEI
- The document discusses the need for gamified assessment to create an engaging learning experience for students. It explores students' perceptions of gamified assessment through a survey of 86 university students in Malaysia.
- The survey found that students have a strong interest in gamified assessment and feel it would better involve them in the assessment process, improve their motivation, and make assessments more enjoyable compared to traditional methods.
- However, the study also found that some students remained neutral about gamified assessment's flexibility in timing and location, likely due to issues with internet access and the need for a stable connection for online assessments. Developing a rigorous gamified assessment model could help address these issues.
Digital education is the process of using digital technology in teaching and learning. Teachers are under pressure to use digital technologies in teaching students and prepare them for work in a globalized digital economy. Digital education prepares students for becoming digital citizens by making them acquire skills for navigating and existing in the digital world. This paper provides a brief introduction to digital education.
Social Media Success Model for Knowledge Sharing (Scale Development and Valid...TELKOMNIKA JOURNAL
This study aimed to evaluate the success of social media as a means of sharing knowledge among scholars in Indonesia. By using Information System Success Model (DeLone and McLean), this study develops a research model that will be used to investigate what factors are contributing to the success of social media as tool for sharing knowledge among academics. This article would focus on the discussion of instrument development and validation process. The method for development and validation the research instrument was refers to the framework proposed by McKanzie et al. This study resulted in a validated instrument, the instrument could use by researchers who are interested in study social media success for knowledge sharing.
City i-Tick: The android based mobile application for students’ attendance at...journalBEEI
This paper presents City i-Tick, the android based mobile application for students’ attendance at a university. In this study, we developed mobile application for lecturers to take students’ attendance in City University, Petaling Jaya. Managing students’ attendance during lecture periods has become a difficult challenge. The research objectives for this study are to identify user requirement for City i-Tick, to design and develop City i-Tick, and to demonstrate the prototype of City i-Tick. The study is a narrative participatory design and exploits Design Thinking as the research methodology. City i-Tick was successfully validated by 14 lecturers and System Usability Scale (SUS) was used to determine the findings of the study. We found that City i-Tick is effective for lecturers in taking attendance because it is easy to use, easy to learn, and the users feel confident when using this application.
This document is a project report submitted by Pradeep Bhausaheb Chaudhari, a student at Vishwakarma Institute of Management in Pune, India. The report is titled "A Study of digital marketing and social media platforms" and was conducted for Technex Technologies Pvt. Ltd. as part fulfillment for Pradeep's MBA degree. The report includes declarations, acknowledgements, lists of tables and figures, and an index outlining the contents of the report, which will analyze digital marketing and social media platforms.
Review on gamification in children computer interaction (CCI) for persona mod...journalBEEI
Human Computer Interaction (HCI) plays an important role in connecting humans and computers. Many studies conducted to find better alternatives to improve communication between humans and computers. Various frameworks, catalogue and models revised to complement the lack of existing ideas. The growing technology is increasingly being used by not only adults but also children. However, many applications developed do not fully emphasize the use of HCI suitable for children. Thus, Children Computer Interaction (CCI) created to meet the specific needs of children. Yet, there are still many CCI weaknesses being improved to overcome various problems from time to time. One of the ideas presented is through gamification, which is fun and enjoyable in accordance with the nature of the children. Still, the use of gamification is not as simple as adding some game elements into children's apps, but wider to ensure success in achieving the objectives of the developed application. One way that matter is through the use of user-centered design-persona model. So, this paper reviewed the use of current HCI/CCI, gamification and modified the previously proposed design principles in HCI for children into interview questions for data collection which will be analyzed later to create persona model for future work.
Similar to Design Mobile App for Increase the Visitor Museum using Gamification Method (20)
Amazon products reviews classification based on machine learning, deep learni...TELKOMNIKA JOURNAL
In recent times, the trend of online shopping through e-commerce stores and websites has grown to a huge extent. Whenever a product is purchased on an e-commerce platform, people leave their reviews about the product. These reviews are very helpful for the store owners and the product’s manufacturers for the betterment of their work process as well as product quality. An automated system is proposed in this work that operates on two datasets D1 and D2 obtained from Amazon. After certain preprocessing steps, N-gram and word embedding-based features are extracted using term frequency-inverse document frequency (TF-IDF), bag of words (BoW) and global vectors (GloVe), and Word2vec, respectively. Four machine learning (ML) models support vector machines (SVM), logistic regression (RF), logistic regression (LR), multinomial Naïve Bayes (MNB), two deep learning (DL) models convolutional neural network (CNN), long-short term memory (LSTM), and standalone bidirectional encoder representations (BERT) are used to classify reviews as either positive or negative. The results obtained by the standard ML, DL models and BERT are evaluated using certain performance evaluation measures. BERT turns out to be the best-performing model in the case of D1 with an accuracy of 90% on features derived by word embedding models while the CNN provides the best accuracy of 97% upon word embedding features in the case of D2. The proposed model shows better overall performance on D2 as compared to D1.
Design, simulation, and analysis of microstrip patch antenna for wireless app...TELKOMNIKA JOURNAL
In this study, a microstrip patch antenna that works at 3.6 GHz was built and tested to see how well it works. In this work, Rogers RT/Duroid 5880 has been used as the substrate material, with a dielectric permittivity of 2.2 and a thickness of 0.3451 mm; it serves as the base for the examined antenna. The computer simulation technology (CST) studio suite is utilized to show the recommended antenna design. The goal of this study was to get a more extensive transmission capacity, a lower voltage standing wave ratio (VSWR), and a lower return loss, but the main goal was to get a higher gain, directivity, and efficiency. After simulation, the return loss, gain, directivity, bandwidth, and efficiency of the supplied antenna are found to be -17.626 dB, 9.671 dBi, 9.924 dBi, 0.2 GHz, and 97.45%, respectively. Besides, the recreation uncovered that the transfer speed side-lobe level at phi was much better than those of the earlier works, at -28.8 dB, respectively. Thus, it makes a solid contender for remote innovation and more robust communication.
Design and simulation an optimal enhanced PI controller for congestion avoida...TELKOMNIKA JOURNAL
This document describes using a snake optimization algorithm to tune the gains of an enhanced proportional-integral controller for congestion avoidance in a TCP/AQM system. The controller aims to maintain a stable and desired queue size without noise or transmission problems. A linearized model of the TCP/AQM system is presented. An enhanced PI controller combining nonlinear gain and original PI gains is proposed. The snake optimization algorithm is then used to tune the parameters of the enhanced PI controller to achieve optimal system performance and response. Simulation results are discussed showing the proposed controller provides a stable and robust behavior for congestion control.
Improving the detection of intrusion in vehicular ad-hoc networks with modifi...TELKOMNIKA JOURNAL
Vehicular ad-hoc networks (VANETs) are wireless-equipped vehicles that form networks along the road. The security of this network has been a major challenge. The identity-based cryptosystem (IBC) previously used to secure the networks suffers from membership authentication security features. This paper focuses on improving the detection of intruders in VANETs with a modified identity-based cryptosystem (MIBC). The MIBC is developed using a non-singular elliptic curve with Lagrange interpolation. The public key of vehicles and roadside units on the network are derived from number plates and location identification numbers, respectively. Pseudo-identities are used to mask the real identity of users to preserve their privacy. The membership authentication mechanism ensures that only valid and authenticated members of the network are allowed to join the network. The performance of the MIBC is evaluated using intrusion detection ratio (IDR) and computation time (CT) and then validated with the existing IBC. The result obtained shows that the MIBC recorded an IDR of 99.3% against 94.3% obtained for the existing identity-based cryptosystem (EIBC) for 140 unregistered vehicles attempting to intrude on the network. The MIBC shows lower CT values of 1.17 ms against 1.70 ms for EIBC. The MIBC can be used to improve the security of VANETs.
Conceptual model of internet banking adoption with perceived risk and trust f...TELKOMNIKA JOURNAL
Understanding the primary factors of internet banking (IB) acceptance is critical for both banks and users; nevertheless, our knowledge of the role of users’ perceived risk and trust in IB adoption is limited. As a result, we develop a conceptual model by incorporating perceived risk and trust into the technology acceptance model (TAM) theory toward the IB. The proper research emphasized that the most essential component in explaining IB adoption behavior is behavioral intention to use IB adoption. TAM is helpful for figuring out how elements that affect IB adoption are connected to one another. According to previous literature on IB and the use of such technology in Iraq, one has to choose a theoretical foundation that may justify the acceptance of IB from the customer’s perspective. The conceptual model was therefore constructed using the TAM as a foundation. Furthermore, perceived risk and trust were added to the TAM dimensions as external factors. The key objective of this work was to extend the TAM to construct a conceptual model for IB adoption and to get sufficient theoretical support from the existing literature for the essential elements and their relationships in order to unearth new insights about factors responsible for IB adoption.
Efficient combined fuzzy logic and LMS algorithm for smart antennaTELKOMNIKA JOURNAL
The smart antennas are broadly used in wireless communication. The least mean square (LMS) algorithm is a procedure that is concerned in controlling the smart antenna pattern to accommodate specified requirements such as steering the beam toward the desired signal, in addition to placing the deep nulls in the direction of unwanted signals. The conventional LMS (C-LMS) has some drawbacks like slow convergence speed besides high steady state fluctuation error. To overcome these shortcomings, the present paper adopts an adaptive fuzzy control step size least mean square (FC-LMS) algorithm to adjust its step size. Computer simulation outcomes illustrate that the given model has fast convergence rate as well as low mean square error steady state.
Design and implementation of a LoRa-based system for warning of forest fireTELKOMNIKA JOURNAL
This paper presents the design and implementation of a forest fire monitoring and warning system based on long range (LoRa) technology, a novel ultra-low power consumption and long-range wireless communication technology for remote sensing applications. The proposed system includes a wireless sensor network that records environmental parameters such as temperature, humidity, wind speed, and carbon dioxide (CO2) concentration in the air, as well as taking infrared photos.The data collected at each sensor node will be transmitted to the gateway via LoRa wireless transmission. Data will be collected, processed, and uploaded to a cloud database at the gateway. An Android smartphone application that allows anyone to easily view the recorded data has been developed. When a fire is detected, the system will sound a siren and send a warning message to the responsible personnel, instructing them to take appropriate action. Experiments in Tram Chim Park, Vietnam, have been conducted to verify and evaluate the operation of the system.
Wavelet-based sensing technique in cognitive radio networkTELKOMNIKA JOURNAL
Cognitive radio is a smart radio that can change its transmitter parameter based on interaction with the environment in which it operates. The demand for frequency spectrum is growing due to a big data issue as many Internet of Things (IoT) devices are in the network. Based on previous research, most frequency spectrum was used, but some spectrums were not used, called spectrum hole. Energy detection is one of the spectrum sensing methods that has been frequently used since it is easy to use and does not require license users to have any prior signal understanding. But this technique is incapable of detecting at low signal-to-noise ratio (SNR) levels. Therefore, the wavelet-based sensing is proposed to overcome this issue and detect spectrum holes. The main objective of this work is to evaluate the performance of wavelet-based sensing and compare it with the energy detection technique. The findings show that the percentage of detection in wavelet-based sensing is 83% higher than energy detection performance. This result indicates that the wavelet-based sensing has higher precision in detection and the interference towards primary user can be decreased.
A novel compact dual-band bandstop filter with enhanced rejection bandsTELKOMNIKA JOURNAL
In this paper, we present the design of a new wide dual-band bandstop filter (DBBSF) using nonuniform transmission lines. The method used to design this filter is to replace conventional uniform transmission lines with nonuniform lines governed by a truncated Fourier series. Based on how impedances are profiled in the proposed DBBSF structure, the fractional bandwidths of the two 10 dB-down rejection bands are widened to 39.72% and 52.63%, respectively, and the physical size has been reduced compared to that of the filter with the uniform transmission lines. The results of the electromagnetic (EM) simulation support the obtained analytical response and show an improved frequency behavior.
Deep learning approach to DDoS attack with imbalanced data at the application...TELKOMNIKA JOURNAL
A distributed denial of service (DDoS) attack is where one or more computers attack or target a server computer, by flooding internet traffic to the server. As a result, the server cannot be accessed by legitimate users. A result of this attack causes enormous losses for a company because it can reduce the level of user trust, and reduce the company’s reputation to lose customers due to downtime. One of the services at the application layer that can be accessed by users is a web-based lightweight directory access protocol (LDAP) service that can provide safe and easy services to access directory applications. We used a deep learning approach to detect DDoS attacks on the CICDDoS 2019 dataset on a complex computer network at the application layer to get fast and accurate results for dealing with unbalanced data. Based on the results obtained, it is observed that DDoS attack detection using a deep learning approach on imbalanced data performs better when implemented using synthetic minority oversampling technique (SMOTE) method for binary classes. On the other hand, the proposed deep learning approach performs better for detecting DDoS attacks in multiclass when implemented using the adaptive synthetic (ADASYN) method.
The appearance of uncertainties and disturbances often effects the characteristics of either linear or nonlinear systems. Plus, the stabilization process may be deteriorated thus incurring a catastrophic effect to the system performance. As such, this manuscript addresses the concept of matching condition for the systems that are suffering from miss-match uncertainties and exogeneous disturbances. The perturbation towards the system at hand is assumed to be known and unbounded. To reach this outcome, uncertainties and their classifications are reviewed thoroughly. The structural matching condition is proposed and tabulated in the proposition 1. Two types of mathematical expressions are presented to distinguish the system with matched uncertainty and the system with miss-matched uncertainty. Lastly, two-dimensional numerical expressions are provided to practice the proposed proposition. The outcome shows that matching condition has the ability to change the system to a design-friendly model for asymptotic stabilization.
Implementation of FinFET technology based low power 4×4 Wallace tree multipli...TELKOMNIKA JOURNAL
Many systems, including digital signal processors, finite impulse response (FIR) filters, application-specific integrated circuits, and microprocessors, use multipliers. The demand for low power multipliers is gradually rising day by day in the current technological trend. In this study, we describe a 4×4 Wallace multiplier based on a carry select adder (CSA) that uses less power and has a better power delay product than existing multipliers. HSPICE tool at 16 nm technology is used to simulate the results. In comparison to the traditional CSA-based multiplier, which has a power consumption of 1.7 µW and power delay product (PDP) of 57.3 fJ, the results demonstrate that the Wallace multiplier design employing CSA with first zero finding logic (FZF) logic has the lowest power consumption of 1.4 µW and PDP of 27.5 fJ.
Evaluation of the weighted-overlap add model with massive MIMO in a 5G systemTELKOMNIKA JOURNAL
The flaw in 5G orthogonal frequency division multiplexing (OFDM) becomes apparent in high-speed situations. Because the doppler effect causes frequency shifts, the orthogonality of OFDM subcarriers is broken, lowering both their bit error rate (BER) and throughput output. As part of this research, we use a novel design that combines massive multiple input multiple output (MIMO) and weighted overlap and add (WOLA) to improve the performance of 5G systems. To determine which design is superior, throughput and BER are calculated for both the proposed design and OFDM. The results of the improved system show a massive improvement in performance ver the conventional system and significant improvements with massive MIMO, including the best throughput and BER. When compared to conventional systems, the improved system has a throughput that is around 22% higher and the best performance in terms of BER, but it still has around 25% less error than OFDM.
Reflector antenna design in different frequencies using frequency selective s...TELKOMNIKA JOURNAL
In this study, it is aimed to obtain two different asymmetric radiation patterns obtained from antennas in the shape of the cross-section of a parabolic reflector (fan blade type antennas) and antennas with cosecant-square radiation characteristics at two different frequencies from a single antenna. For this purpose, firstly, a fan blade type antenna design will be made, and then the reflective surface of this antenna will be completed to the shape of the reflective surface of the antenna with the cosecant-square radiation characteristic with the frequency selective surface designed to provide the characteristics suitable for the purpose. The frequency selective surface designed and it provides the perfect transmission as possible at 4 GHz operating frequency, while it will act as a band-quenching filter for electromagnetic waves at 5 GHz operating frequency and will be a reflective surface. Thanks to this frequency selective surface to be used as a reflective surface in the antenna, a fan blade type radiation characteristic at 4 GHz operating frequency will be obtained, while a cosecant-square radiation characteristic at 5 GHz operating frequency will be obtained.
Reagentless iron detection in water based on unclad fiber optical sensorTELKOMNIKA JOURNAL
A simple and low-cost fiber based optical sensor for iron detection is demonstrated in this paper. The sensor head consist of an unclad optical fiber with the unclad length of 1 cm and it has a straight structure. Results obtained shows a linear relationship between the output light intensity and iron concentration, illustrating the functionality of this iron optical sensor. Based on the experimental results, the sensitivity and linearity are achieved at 0.0328/ppm and 0.9824 respectively at the wavelength of 690 nm. With the same wavelength, other performance parameters are also studied. Resolution and limit of detection (LOD) are found to be 0.3049 ppm and 0.0755 ppm correspondingly. This iron sensor is advantageous in that it does not require any reagent for detection, enabling it to be simpler and cost-effective in the implementation of the iron sensing.
Impact of CuS counter electrode calcination temperature on quantum dot sensit...TELKOMNIKA JOURNAL
In place of the commercial Pt electrode used in quantum sensitized solar cells, the low-cost CuS cathode is created using electrophoresis. High resolution scanning electron microscopy and X-ray diffraction were used to analyze the structure and morphology of structural cubic samples with diameters ranging from 40 nm to 200 nm. The conversion efficiency of solar cells is significantly impacted by the calcination temperatures of cathodes at 100 °C, 120 °C, 150 °C, and 180 °C under vacuum. The fluorine doped tin oxide (FTO)/CuS cathode electrode reached a maximum efficiency of 3.89% when it was calcined at 120 °C. Compared to other temperature combinations, CuS nanoparticles crystallize at 120 °C, which lowers resistance while increasing electron lifetime.
In place of the commercial Pt electrode used in quantum sensitized solar cells, the low-cost CuS cathode is created using electrophoresis. High resolution scanning electron microscopy and X-ray diffraction were used to analyze the structure and morphology of structural cubic samples with diameters ranging from 40 nm to 200 nm. The conversion efficiency of solar cells is significantly impacted by the calcination temperatures of cathodes at 100 °C, 120 °C, 150 °C, and 180 °C under vacuum. The fluorine doped tin oxide (FTO)/CuS cathode electrode reached a maximum efficiency of 3.89% when it was calcined at 120 °C. Compared to other temperature combinations, CuS nanoparticles crystallize at 120 °C, which lowers resistance while increasing electron lifetime.
A progressive learning for structural tolerance online sequential extreme lea...TELKOMNIKA JOURNAL
This article discusses the progressive learning for structural tolerance online sequential extreme learning machine (PSTOS-ELM). PSTOS-ELM can save robust accuracy while updating the new data and the new class data on the online training situation. The robustness accuracy arises from using the householder block exact QR decomposition recursive least squares (HBQRD-RLS) of the PSTOS-ELM. This method is suitable for applications that have data streaming and often have new class data. Our experiment compares the PSTOS-ELM accuracy and accuracy robustness while data is updating with the batch-extreme learning machine (ELM) and structural tolerance online sequential extreme learning machine (STOS-ELM) that both must retrain the data in a new class data case. The experimental results show that PSTOS-ELM has accuracy and robustness comparable to ELM and STOS-ELM while also can update new class data immediately.
Electroencephalography-based brain-computer interface using neural networksTELKOMNIKA JOURNAL
This study aimed to develop a brain-computer interface that can control an electric wheelchair using electroencephalography (EEG) signals. First, we used the Mind Wave Mobile 2 device to capture raw EEG signals from the surface of the scalp. The signals were transformed into the frequency domain using fast Fourier transform (FFT) and filtered to monitor changes in attention and relaxation. Next, we performed time and frequency domain analyses to identify features for five eye gestures: opened, closed, blink per second, double blink, and lookup. The base state was the opened-eyes gesture, and we compared the features of the remaining four action gestures to the base state to identify potential gestures. We then built a multilayer neural network to classify these features into five signals that control the wheelchair’s movement. Finally, we designed an experimental wheelchair system to test the effectiveness of the proposed approach. The results demonstrate that the EEG classification was highly accurate and computationally efficient. Moreover, the average performance of the brain-controlled wheelchair system was over 75% across different individuals, which suggests the feasibility of this approach.
Adaptive segmentation algorithm based on level set model in medical imagingTELKOMNIKA JOURNAL
For image segmentation, level set models are frequently employed. It offer best solution to overcome the main limitations of deformable parametric models. However, the challenge when applying those models in medical images stills deal with removing blurs in image edges which directly affects the edge indicator function, leads to not adaptively segmenting images and causes a wrong analysis of pathologies wich prevents to conclude a correct diagnosis. To overcome such issues, an effective process is suggested by simultaneously modelling and solving systems’ two-dimensional partial differential equations (PDE). The first PDE equation allows restoration using Euler’s equation similar to an anisotropic smoothing based on a regularized Perona and Malik filter that eliminates noise while preserving edge information in accordance with detected contours in the second equation that segments the image based on the first equation solutions. This approach allows developing a new algorithm which overcome the studied model drawbacks. Results of the proposed method give clear segments that can be applied to any application. Experiments on many medical images in particular blurry images with high information losses, demonstrate that the developed approach produces superior segmentation results in terms of quantity and quality compared to other models already presented in previeous works.
Automatic channel selection using shuffled frog leaping algorithm for EEG bas...TELKOMNIKA JOURNAL
Drug addiction is a complex neurobiological disorder that necessitates comprehensive treatment of both the body and mind. It is categorized as a brain disorder due to its impact on the brain. Various methods such as electroencephalography (EEG), functional magnetic resonance imaging (FMRI), and magnetoencephalography (MEG) can capture brain activities and structures. EEG signals provide valuable insights into neurological disorders, including drug addiction. Accurate classification of drug addiction from EEG signals relies on appropriate features and channel selection. Choosing the right EEG channels is essential to reduce computational costs and mitigate the risk of overfitting associated with using all available channels. To address the challenge of optimal channel selection in addiction detection from EEG signals, this work employs the shuffled frog leaping algorithm (SFLA). SFLA facilitates the selection of appropriate channels, leading to improved accuracy. Wavelet features extracted from the selected input channel signals are then analyzed using various machine learning classifiers to detect addiction. Experimental results indicate that after selecting features from the appropriate channels, classification accuracy significantly increased across all classifiers. Particularly, the multi-layer perceptron (MLP) classifier combined with SFLA demonstrated a remarkable accuracy improvement of 15.78% while reducing time complexity.
DEEP LEARNING FOR SMART GRID INTRUSION DETECTION: A HYBRID CNN-LSTM-BASED MODELgerogepatton
As digital technology becomes more deeply embedded in power systems, protecting the communication
networks of Smart Grids (SG) has emerged as a critical concern. Distributed Network Protocol 3 (DNP3)
represents a multi-tiered application layer protocol extensively utilized in Supervisory Control and Data
Acquisition (SCADA)-based smart grids to facilitate real-time data gathering and control functionalities.
Robust Intrusion Detection Systems (IDS) are necessary for early threat detection and mitigation because
of the interconnection of these networks, which makes them vulnerable to a variety of cyberattacks. To
solve this issue, this paper develops a hybrid Deep Learning (DL) model specifically designed for intrusion
detection in smart grids. The proposed approach is a combination of the Convolutional Neural Network
(CNN) and the Long-Short-Term Memory algorithms (LSTM). We employed a recent intrusion detection
dataset (DNP3), which focuses on unauthorized commands and Denial of Service (DoS) cyberattacks, to
train and test our model. The results of our experiments show that our CNN-LSTM method is much better
at finding smart grid intrusions than other deep learning algorithms used for classification. In addition,
our proposed approach improves accuracy, precision, recall, and F1 score, achieving a high detection
accuracy rate of 99.50%.
Comparative analysis between traditional aquaponics and reconstructed aquapon...bijceesjournal
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Time Division Multiplexing (TDM) is a method of transmitting multiple signals over a single communication channel by dividing the signal into many segments, each having a very short duration of time. These time slots are then allocated to different data streams, allowing multiple signals to share the same transmission medium efficiently. TDM is widely used in telecommunications and data communication systems.
### How TDM Works
1. **Time Slots Allocation**: The core principle of TDM is to assign distinct time slots to each signal. During each time slot, the respective signal is transmitted, and then the process repeats cyclically. For example, if there are four signals to be transmitted, the TDM cycle will divide time into four slots, each assigned to one signal.
2. **Synchronization**: Synchronization is crucial in TDM systems to ensure that the signals are correctly aligned with their respective time slots. Both the transmitter and receiver must be synchronized to avoid any overlap or loss of data. This synchronization is typically maintained by a clock signal that ensures time slots are accurately aligned.
3. **Frame Structure**: TDM data is organized into frames, where each frame consists of a set of time slots. Each frame is repeated at regular intervals, ensuring continuous transmission of data streams. The frame structure helps in managing the data streams and maintaining the synchronization between the transmitter and receiver.
4. **Multiplexer and Demultiplexer**: At the transmitting end, a multiplexer combines multiple input signals into a single composite signal by assigning each signal to a specific time slot. At the receiving end, a demultiplexer separates the composite signal back into individual signals based on their respective time slots.
### Types of TDM
1. **Synchronous TDM**: In synchronous TDM, time slots are pre-assigned to each signal, regardless of whether the signal has data to transmit or not. This can lead to inefficiencies if some time slots remain empty due to the absence of data.
2. **Asynchronous TDM (or Statistical TDM)**: Asynchronous TDM addresses the inefficiencies of synchronous TDM by allocating time slots dynamically based on the presence of data. Time slots are assigned only when there is data to transmit, which optimizes the use of the communication channel.
### Applications of TDM
- **Telecommunications**: TDM is extensively used in telecommunication systems, such as in T1 and E1 lines, where multiple telephone calls are transmitted over a single line by assigning each call to a specific time slot.
- **Digital Audio and Video Broadcasting**: TDM is used in broadcasting systems to transmit multiple audio or video streams over a single channel, ensuring efficient use of bandwidth.
- **Computer Networks**: TDM is used in network protocols and systems to manage the transmission of data from multiple sources over a single network medium.
### Advantages of TDM
- **Efficient Use of Bandwidth**: TDM all
International Conference on NLP, Artificial Intelligence, Machine Learning an...gerogepatton
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Using recycled concrete aggregates (RCA) for pavements is crucial to achieving sustainability. Implementing RCA for new pavement can minimize carbon footprint, conserve natural resources, reduce harmful emissions, and lower life cycle costs. Compared to natural aggregate (NA), RCA pavement has fewer comprehensive studies and sustainability assessments.
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motivation is motivation that arises because of self-interest. Both of these montivations need
attention to improve superior competitiveness [7].
Gamification is a game concept in various fields that aims to increase extrinsic
motivation of people in carrying out an activity, with the existence of this gamification has made
several tourist places experience renewal in promoting their excellence through technology [5].
When gamification is applied to the fields of education, entertainment and other learning
environments, it will be called 'serious game' [8], this applies in this study with the
implementation of a quiz.
Serious games are an alternative education method in various fields because they have
the potential to improve the quality of the learning experience and provide ease in gaining
knowledge and understanding of content. Besides that, entertainment-driven learning will be
easier to provide motivation [9].
Learning that combines cyberspace and the real world is able to produce a higher level
of activity, emotional positive, attitudes to appreciate the knowledge that must be learned, and
success in learning better [10]. In a study conducted the application of gamification for academic
information system as a supporter of students who are lazy in taking care of academic activities,
by applying the mechanism of level, badges, leaderboards, reward points, and social
connections can increase student interest in accessing academic information system [11]. If this
concept is applied to visitors to the museum, it will generate benefits for visitors in studying the
contents of the museum they visit.
Gamification can be applied to the non-game context [12] as in this study gamification
lies in the serious game that provides a reward when the game is successfully completed. Some
elements also played an important role in the success of gamification applications, such as
points, levels, leaderbords, challenges and badges [13].
As seen in Table 1 shows that gamification has many elements that each element has a
different motivation, ability and entertainment enhancement. From the encouragement it was
summarized and concluded that the point element had a high motivation, ability and
entertainment boost. The table below shows the order of gamification elements of the highest
one [14].
Table 1. Element of Gamification
No Element Group Name No Element Group Name
1
Achievement
Points 10
Status
Percentage of competency
2 Scoring system 11 Progress Bar
3 Stars 12
Real-time
Stage
4 Virtual gifts Badge 13 Level
5
Rew ard schedules
Top 10 14 Countdow n
6 Leaderboard 15
Profiles
Information
7
Status
Result 16 Pictures
8 Report 17 Avatars
9 Dashboard
Element gamification refers to the procedure and rules of the game, about how the
game can be completed and how the prize is given. Gamification elements commonly used are
bagde, point, level, and leaderboard [15]. One application that applies gamification technique is
Foursquare, in that application utilizes GPS technology to share the location where the user is
located, most users are motivated to do this because Foursquare gives badges to users who do
that game [12].
Utilization of GPS can provide a way to find locations quickly, effectively, interactively
and interestingly [16]. In addition to GPS technology, the use of points now has been widely
applied in several applications as a way to maintain the number of users of their applications,
Gojek is one application that gives points to its users so that users are motivated to always
place orders with their applications.
In an intensive program in the form of points, it can increase the motivation of users to
frequently upload in the forum, but intensive programs have disadvantages, namely increasing
fraudulent activities. [17]. Recommendation systems using location-based services make users
get information easily and efficiently, locations can be obtained easily and faster to reach
locations [18].
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Loc-auth is an authentication that can work by reading location variables, with this
authenticity the level of security will be layered but does not make users become inconvenient
like entering a username and password [19]. In this study loc-auth will be used as one of the
prevention of fraud.
QR code technology can be used as a shortcut to access information more quickly but it
can also be used as a medium to open digital information gateways that have certain access
rights [20]. To improve security, layered with QR code technology will also be used as a way to
minimize fraud.
Promotions using smartphones have increased in recent years, a good promotion is to
promote consumers who are close to the area of the object being promoted, because users do
not need to suffer losses due to travel costs [21], with the use of GPS on a mobile phone this
approach will be easy to do. location-based mobile promotion (LMP) is a new promotional
technique that can reach users anytime and anywhere, this technique makes a promising
long-term promotion method [22].
3. Research Method
As an application designed to promote the museum, the design process has the
following steps [23]:
3.1. Project Preparation
Make a list of goals and choose the goals to be prioritized, the objectives in the project
must be explained whether the gamification method is suitable to be applied in the project. In
this phase also determined about the budget needed, the duration of work, the needs of the
team and others. Gamification identification must focus on needs and motivation, not
business-focused [24].
3.2. Context Analysis & User Analysis
Identify the target user to find out his needs, then translate those needs to motivate
users. The information obtained will influence the design to be more attractive. Contenxt
analysis focuses on analyzing context requirements such as platforms, libraries, architecture,
technology and others. User Analysis focuses on analyzing user needs, then identifying user
motivation. To determine motivation needs can be identified through age, gender, activity,
occupation and others from the target user that is sought [24].
3.3. Ideation
Information that was obtained in the previous stage will provide a basis for listing the
ideas to be prioritized. This idea will help in creating the concept of gamificiation. In this phase,
the appropriate elements are set according to the results of user analysis so that the game is
made attractive and motivates the user [24].
3.4. Design
Ideas that have been developed are then processed into the concept design phase, in
the concept design a prototype will be evaluated from the game process flow itself until it gets
feedback that matches the goal. The design process aims to make the application built in
accordance with the objectives, so that it will minimize errors that occur when the application
development process is complete [25]. To produce a maximum design, the design stage has the
following sequence [26]:
a. Mechanics, explains the specific components of the game, at the level of data representation
and algorithms.
b. Dynamics, describes the run-time behavior of the mechanics acting on the player's input and
output to each other continuously.
c. Aesthetics, describes an emotional response that is expected to motivate players to interact
with the game.
3.5. Implementation
Implementation is a continuation of prototype or design, the implementation process
can be carried out by an internal team or carried out by an external team [24].
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3.6. Release Project and Monitoring
Projects that have passed the testing process are then released to the user in general.
However, monitoring of the project still has to be done with the aim of handling when there is an
error and development for the future.
4. Results and Analysis
In this study gamification focused on providing a new way for museums to do
promotions so that it would encourage the community to be motivated in visiting the museum,
as the basis of this study interviewed on the stairs 13-14 June 2018 with telephone media to
some museums that were sampled, samples selected evenly in large cities in Indonesia, with
each city a museum chosen that has a high level of activity in its promotion. The results of the
interview show that the use of game content in museum promotion only occurs in a few places,
most of them think that to promote with game content there is a great need for funding because
each museum must build its own game, in addition to maintenance and development.
The target users in this application are teenagers and above, where most of the targets
are already using smartphones and they are currently active to explore the surrounding
environment. The formation of the gamification idea is based on the analysis that has been
done before. The idea that is generated is to utilize gamfication as a tool to conduct museum
promotion. This idea was chosen because promotion techniques using game content are still
small while this method can provide high motivation to users to visit the museum.
The concept of gamification that is applied in this study can be seen in Figure 1 that is
utilizing group achievement elements, virtual gifts, status and profiles. Gamification process flow
begins with a user looking for a museum according to their location, this location features will
encourage users to find and study the existing museum detailed information about them.
Furthermore, users will be encouraged to look at the challenges presented through the game in
any museum, will be informed of the challenges that were able to complete the game will get a
point and reward. These points and rewards will motivate users to complete these challenges.
But the challenge game in the museum can not be resolved just like that, because the
application is also designed to use the loc-auth authentication and QR Code, so that fraud can
be dinimalkan. Flow authentication process begins when the user will play the game, the
application will check the variable geolocation users whether in accordance with geolocation
museum intended, after pengecetakan geolocation successful authentication the next is scan
the QR Code contained in the location of the museum, the scan results will be adjusted if it
matches the id museum.
Figure 1. Gamification ideation
The architecture of this application consists of mobile applications for tourists, web
applications for museum managers and web applications for superadmins. Of the three
applications have an architecture that is connected to one server, the web application is
connected to the server directly because it has the ability to access the database server while
the mobile application is connected to the server through the web service API because the
mobile application is client so that security must be properly limited.
The design of the three applications is described through a flowchart so that the
understanding of the process flow can be easily done, the flowchart can be seen in the figure
below.
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4.1. Registration Museum
As depicted in Figure 4 (A) the management of the museum is carried out by each
museum manager through a web application, one museum has only one account that is held by
its admission. So that the museum can enter into the application database the board must
register it with valid data and be accompanied by a letter of recommendation from the head of
the management. After all the data is filled in completely, the museum management is just
waiting for the results of verification carried out by the superadmin, if the verification fails the
museum manager must complete the requested data until it passes verification and can
proceed to the complete museum data input and quiz input stage. Data that must be filled in
when registering a museum can be seen in Figure 2 (A).
After the registration has been successfully carried out, the administrator will receive the
results of data verification conducted by the superadmin. If the verification is received the next
process will only fill in the complete data about the museum. Furthermore, the board can make
their own game according to the contents of the museum, the data that is filled in the game is in
the form of questions with the contents of text, images and videos, then the choice of answers
can be made as needed. Besides having to fill in the questions and answer list, the
management can also make a description of assistance as shown in Figure 2 (B) whose
function can be used by users when users experience difficulties in answering questions, the
game also needs verification from superadmin before publishing.
(A) (B)
Figure 1. Management museum page
4.2. Process Verification Game Content
The superadmin section is as a bridge to connect the museum with the user, Quiz
verification page can be seen in Figure 3 with the process flow according to Figure 4 (B),
superadmin also gives the number of points in each verified quiz. The number of points will be
directly proportional to the attractiveness of the published game.
Figure 2. Quiz Verification Page
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The specifications of the quiz that can be received are quizzes that contain the content
of montivation and encouragement so that users can do quizzes while circling the museum,
sometimes superadmins need to communicate with the museum management to explain the
flow of quiz work.
4.3. Start Game
The application actor can access the application using a smartphone that already has
GPS and camera, this is necessary because the security is validated with variables received via
GPS and QR code scanner, this section will explain the flowchart in Figure 4 (C).
(A) (B) (C)
Figure 3. Flowcart
In Figure 5 (A) displays a menu that can be accessed quickly, the header section has a
column to find the location of the museum with the appropriate keywords, underneath there is a
slideshow that displays museum images whose appearance is displayed randomly, in category
groups there are 2 shortcuts for displays museums according to nearby categories with
locations obtained through GPS and the favorite category with the highest number of visits each
week. In the profile group there are 5 shortcuts, namely the first shortcut to view and edit
personal profiles, the second shortcut to see the detail points that have been obtained, the third
shortcut to see museum records that have been visited and played by the game, the fourth
shortcut to see museum records who have visited but have not finished playing the game, the
fifth shortcut sees the reward notes that have been ordered or are in the process of ordering.
In Figure 5 (B) shows the nearest museum page, this page also represents the most
popular search pages and pages, because the difference between the three pages only in the
query section. Figure 5 (C) displays news from users who have been followed. The news is
about the activities of users who have visited the museum. Figure 5 (D) displays prize data that
can be exchanged with coins that are already owned by the user, the prize will be sent by the
application manager through courier services. Prizes available in the application in the form of
prizes provided by the internal application then can also be supported by the sponsor.
In Figure 5 (E) displays the details of the selected museum, in which there is a
description of the museum's description, location of the museum map, museum photographs
Login
Choose
Museum
Show Detail Open Quiz
Is On
location?
No
Scan QR Code Yes
Scan Key
Succes?
Play GameYes
No
Get Poin
Start Game
End
Registration
Museum
RegistrationVerfication
Is
Accepted
Input/Edit Detail
Museum
Input/Edit Game
Publish
Is
Accepted
End
Yes
Verification
Claim Bonus
No
Yes
Process
Verification
Review
Museum
Review
Game
End
No
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and information on points to be obtained if completing the quiz. In Figure 5 (F) shows an
example of a quiz question in a museum, the quiz is answered by selecting the appropriate
answer, when having difficulty working on it the user can use the button refer to the instructions
that will direct where the answer to the question will be found.
(A) (B) (C) (D) (E) (F)
Figure 4. Design aplication mobile
5. Discussion
In research [5] they apply the gamification application to one of the museums only, from
the results of the analysis the users are very receptive to the existence of the application
because it is able to provide new innovations, more fun and provide convenience in absorbing
existing learning. But because the application is only designed for one museum only, so this is
quite inconvenient when it will be applied to other museums, in contrast to the research we
made where the application was designed to be able to be used by various museums in
Indonesia and each museum can configure independent without having to depend on IT
specialists.
Based on [6] that is, in the decision-making process to visit tourist attractions, the tourist
actors start with the aim of information retrieval on a basic basis, with the application of the
game, there are many challenges and achievements that grow towards the tourist attractions.
From there there will be instrumental motivation from game play and prizes. This research
conducted an application design which one of the lines was the same as the conclusion stated
by [6].
6. Conclusion
The gamification method in this study was designed as a promotional medium to
encourage user interest to visit the museum with motivational impulses formed from the
application. The gamification process starts in the process when the user searches for the
nearest museum as GPS coordinates to get points and redeem points for prizes provided by the
application. Introducing the way of promotion with game content is the goal of this study, so that
the museum management can easily promote the museum and reach more visitors than the
previous promotion. The method of promotion with classic content games is still too expensive
to do so the hope is that this research can facilitate promotion using game content gamification.
This research is only carried out until the design stage, it is hoped that for the future the
application can be implemented and continue to be monitored for its development. For the
development of gamification can be added with other elements that have a high motivation
drive.
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