final project
Recently Published Documents


TOTAL DOCUMENTS

1094
(FIVE YEARS 499)

H-INDEX

11
(FIVE YEARS 3)

2022 ◽  
Vol 2 (2) ◽  
pp. 90-95
Author(s):  
Muhammad Azmi

Plagiarism is the activity of duplicating or imitating the work of others then recognized as his own work without the author's permission or listing the source. Plagiarism or plagiarism is not something that is difficult to do because by using a copy-paste-modify technique in part or all of the document, the document can be said to be the result of plagiarism or duplication.             The practice of plagiarism occurs because students are accustomed to taking the writings of others without including the source of origin, even copying in its entirety and exactly the same. Plagiarism practices are mostly carried out by students, especially when completing the final project or thesis             One way that can be used to prevent the practice of plagiarism is by doing prevention and detecting. Plagiarism detection uses the concept of similarity or document similarity is one way to detect copy & paste plagiarism and disguised plagiarism. one of the right methods that can be done to detect plagiarism by analyzing the level of document plagiarism using the Cosine Similarity method and the TF-IDF weighting. This research produces an application that is able to process the similarity value of the document to be tested. Hasik testing shows that it is appropriate between manual calculations and implementation of algorithms in the application made. Use of the Literature Library is quite effective in the Stemming process. Calculations that use stemming will have a higher similarity value compared to calculations without stemming methods.


2022 ◽  
Vol 4 (3) ◽  
pp. 474-498
Author(s):  
Tsania Putri Mahisa ◽  
Insanul Qisti Barriyah ◽  
Septi Asri Finanda ◽  
Moh. Rusnoto Susanto

This writing aims to (1) describe children's games as ideas or inspiration for the creation of a work of Pop Up Books (2) describe the depiction of the form and process of making Visual Communication Design in the form of a three-dimensional Pop-up Book that elevates Lombok NTB's Traditional Children's Games in order to remain maintain and preserve the local wisdom of the archipelago through children's games. The methods used in the creation of this artwork include exploration and experimentation. In this case, the exploration was carried out by searching for libraries, pictures and all information related to the theme that I took, namely traditional games for children from Lombok, NTB. Then in terms of this exploration, do a sketch activity, which is then visualized in several uses of several bitmap-based applications such as Ibis applications on mobile phones and Coreldraw applications using laptops. The work is done by starting from making a sketch, then designing, printing, then cutting and pasting until finally it becomes a Pop-up book.     The results of the discussion and creation are as follows: 1. The theme of the work presented in: Final Project is Traditional Children's Games in Lombok NTB, with the title "Designing Pop-up Books for Traditional Children's Games as Preservation of Local Wisdom in Lombok NTB". 2. These Visual Communication Designs visualize a collaborative design of Ibis and Coreldraw applications and then the results are printed using an albartos paper machine and create a work called Pop-up Book. 3. The number of book pages created is 11 pages consisting of 1 opening page, 9 Pop-up game pages, and 1 closing page along with front and back covers, with a manufacturing period of 4 months in 2021 starting from July-October.  Keywords: Children's traditional games, Pop-up Books, Local wisdom.


SISTEMASI ◽  
2022 ◽  
Vol 11 (1) ◽  
pp. 224
Author(s):  
Rahimullaily Rahimullaily ◽  
Rahmadini Darwas ◽  
Afdiko Saputra

The final project service is a supervision service from the lecturer for students who prepare the final project. Satisfactory service can be an effective promotion to prospective students. The Quality Control Group (GKM) of STMIK Indonesia Padang carries out one of their responsibilities, namely analyzing student satisfaction with final assignment services as an evaluation of the performance of final assignment supervisors and also to improve final assignment services. Therefore, we need an information system that can help GKM employees obtain accurate results to analyze student satisfaction. The system development method used is to use an object-oriented methodology. The website-based information system that was built (named WALTA (Final Project Service Satisfaction Analysis Website)) used the Likert scale measurement method to measure the level of student satisfaction with the services of the final assignment supervisor with 5 category levels, namely very satisfying, satisfying, quite satisfying, less satisfying and unsatisfactory. The existence of WALTA, GKM STMIK Indonesia Padang employees worked more effectively and efficiently because there was no need to collect students locally to fill out the questionnaire, no need to print out the questionnaire and process the questionnaire data, and the results of the questionnaire were immediately displayed on WALTA. 32 lecturers supervised the final assignment of Odd Semester 2018/2019. It was found 9 lecturers provided final assignment services with a very satisfying category and 23 lecturers with a satisfactory category. Furthermore, the results of this assessment were one of the lecturers' performance evaluation instruments.


2022 ◽  
Author(s):  
Robert Hackenberg ◽  
Amber Black ◽  
Rose Bloom ◽  
John Carpenter ◽  
Jason Cooley ◽  
...  

2022 ◽  
pp. 133-150
Author(s):  
Rita Henriques da Costa Pinto

Obsessive-compulsive disorder (OCD) is characterized by the presence of persistent and unwanted obsessions, which take the form of intrusive thoughts. These lead to widespread anxiety and/or compulsions which take the form of repetitive acts to relieve anxiety. In 2020, for the author's master's degree final project, she decided to propose the creation of a mobile application for people with OCD, whose main purpose was to reduce the anxiety caused by it. Although mobile applications already exist for the treatment of OCD, it was necessary to fill some gaps and improve them. This chapter will examine the techniques that were applied on the investigation of the author's project—a competitor analysis and an exploratory qualitative research—and understand how they can help to retain some information that is beyond the literature review, and what needs to be retained from them to know which features and functionalities are most useful in an app that aims to support therapeutic intervention in individuals with OCD, as well as possible gaps that could be improved.


2021 ◽  
Vol 86 (6) ◽  
pp. 87-105
Author(s):  
Nataliia V. Soroko ◽  
Volodymyr M. Soroko ◽  
Manargul Mukasheva ◽  
Mª Matilde Ariza Montes ◽  
Vitalii A. Tkachenko

The article researches the use of virtual reality to support STEAM education in general secondary school. To study the impact of STEAM education, the authors proposed a teaching project for the secondary school about convex mirrors and their importance for special visibility and human safety, where the interviewed teachers were able to learn about a real example of the implementation of STEAM education for teaching their disciplines. The purpose of the article is to analyze the meanings and approaches to the use of virtual reality by teachers for organizing the STEAM-oriented learning environment and to identify the basic requirements to VR for supporting the implementation and development of STEAM education. One of the main trends of education modernization is STEAM education, which involves the integration of the natural sciences, the technological sciences, engineering, mathematics and art in the learning process, in particular, at general secondary schools. In light of the findings, researchers indicate that electronic educational resources (including VR & AR) are not only teaching tools for teachers but also a source of inspiration for students, which motivates and stimulates creative thinking. This is an important point considering that creativity is increasingly an important life skill that can help young people cope with the difficulties and uncertainties in their future careers in the fields of STEAM. Prospects for further research are seen in the creation of a model for assessing student performance in STEAM projects. The authors are planning to take into account the differences and features of the use of virtual reality for learning STEAM in schools in different countries, including Ukraine, Spain and Kazakhstan, when creating a multilevel model of STEAM-oriented learning environment using virtual reality tools. The purpose of the model is to evaluate not only the results of tests taken by students after learning this material but also their personal contribution to the final project product, their leadership skills, creative ideas and suggestions, abilities and skills in using ICT and VR in project research. In our next publications, we will focus on several Spanish and Kazakhstani secondary schools to detect the possible differences found in the use of virtual reality to support STEAM education in Ukrainian schools.


Author(s):  
Ricky Satria ◽  
Royana Afwani ◽  
Sri Endang Anjarwani

A house of worship is a place where religious people meet for the teachings of their respective religions or beliefs. Knowing the information on the location of places of worship is very important to fulfill worship obligations. In the city of Mataram, finding places of worship is still quite difficult because they cannot walk / walk around them. In terms of the Ministry of Trade, there is still no data management system for places of worship, currently data management for places of worship is still carried out using Ms. Excel which makes data collection ineffective and takes a long time to search for existing data, information media and mapping. there are no places of worship in the city of Mataram either. In this Final Project research, a Geographical Information System for Mapping the Location of Places of Worship in the City of Mataram was designed and built to provide information and layouts regarding places of worship in the city of Mataram because when searching for places of worship meant a more important geographical location was needed. With this system that has been created, it can provide benefits for the general public in viewing information and locations of places of worship in Mataram City, as evidenced by the results of the questionnaire given which can be seen in Table 4.25 showing that 40.33% strongly agree, 47.85 % agree, and 11.83% quite agree. And from the side of the Ministry of Trade it can also make it easier to collect data from systems that make management more effective and efficient, it can be proven through the results of the questionnaire in Table 4:24 showing that 66.67% strongly agree, 25% agree, and 8.33% are quite related with easy access to the application, the display is easy to understand, the application runs well, helping the Ministry of Religion in the organization of existing places of worship data. In this final project research uses the Extreme Programming method in the system development process, because it is suitable because one of the XP itself involves the client during the system development process, while in the case of this Final Project research, the Ministry of Religion of NTB as a client is directly involved in the system development process so that Minimizing errors in the system and in accordance with client needs, it can be proven in the results of the black box testing that has been carried out in Table 4:23 showing that all functions work well on the system and are accepted so that it can be said that the system created is running according to client needs.


2021 ◽  
Vol 11 (4) ◽  
pp. 516-527
Author(s):  
Nindya Septarica Happy gusnar ◽  
Rudi Hartono ◽  
Suwandi Suwandi

Creating text needs to be understood that it is not only about arranging the words into sentences and paragraphs but also delivering meaning. Unfortunately, not everyone can achieve good skills in writing. This study aims at analyzing the writing skills of a group of Indonesian non-English department undergraduate students. It focused on the cohesion and coherence of their production of the final project abstract. Ten texts were analyzed by employing a discourse analytical case study. Thus, it is an important matter to analyze the writing competency of students as they are at the undergraduate level, majoring in Informatics Engineering that should report their final project in English. In this study, a theory from Halliday and Matthiessen (2014) was used to analyze the cohesion while a theory from Eggins (2004), Thornburry (2005), and Paltridge and Starfield (2007) were used to analyze the coherence. An open-ended questionnaire was used to confirm the result of the analysis according to the writers’ point of view. The findings indicate that the students show a bit of weakness in achieving cohesion and coherence in creating texts due to a lack of knowledge about the theory of cohesion and coherence. The result of the study can be used as a reference and consideration in designing a suitable lesson plan for writing class.


Author(s):  
Patrick Mayerhofer ◽  
James Carter ◽  
J. Maxwell Donelan

To help educators deliver their physiology laboratory courses remotely, we developed an inexpensive, customizable hardware kit along with freely-available teaching resources. We based the course design on four principles that should allow students to conduct insightful experiments on different physiological systems. First, the experimental setup should not be constrained to laboratory environments. Second, students should be able to take this course without prior coding and electronics experience. Third, the hardware kit should be relatively inexpensive and all other resources should be freely-available. Fourth, all resources should be customizable for educators. The hardware kit consists of commercially-available electronic components, with a microcontroller as its hub (Arduino-friendly). All measurement systems can be assembled without soldering. The hardware kit is cost-effective (~cost of a textbook) and can be customized depending upon instructional needs. All software is freely-available and we share all necessary codes in open-access, online repositories for simple use and customizability. All lab manuals and additional video tutorials are also freely-available online and customizable. In our particular course, we have weekly asynchronous physiology lectures and one synchronous laboratory session, where students can get help with their equipment. In this paper, we will only focus on the novel and open-source laboratory part of the course. The laboratory includes four units (data acquisition, ECG, EMG, activity classification) and one final project. It is our intent that these resources will allow other educators to rapidly implement their own remote physiology laboratories, or to extend our work into other pedagogical applications of wearable technology.


2021 ◽  
Vol 6 (3) ◽  
pp. 65-73
Author(s):  
Hirawati Oemar ◽  
Sumarto Sumarto ◽  
Aan Komariah ◽  
Maulana Malik Ibrahim ◽  
Anis Saleh

This Final Project is one of the graduation requirements for Industrial Engineering students at the Islamic University of Bandung. Currently.  The final project consultation process is conducted manually using physical documents owned by each student as proof of consultation in the form of a consultation card. The problem faced was the difficulty in monitoring consultations and recording consultation discussions which were not well organized. The purpose of this study is to design a consulting information system using the prototyping method. The prototyping method is a system development method used to describe the system. The stages in this method consist of: (1) The planning stage is the identification of system requests. (2) the analysis phase analyzes the existing business processes in the final project section and identifies functional and non-functional requirements, (3) the design phase includes the interaction design of systems, processes, data and logical systems and physical interfaces. (4) Implementation phase of database and website development using PHP language and MySQL database. The results obtained from this study are business process consulting for the Final Project after the implementation of the proposed information system; final project consulting information system design which is expected to facilitate the consultation process in terms of time and consultation file documentation


Sign in / Sign up

Export Citation Format

Share Document