web programming
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2021 ◽  
Vol 11 (6) ◽  
pp. 70-84
Author(s):  
Wan Mohd Amir Fazamin Wan Hamzah ◽  
Ismahafezi Ismail ◽  
Mohd Kamir Yusof ◽  
Syarilla Iryani Mohd Saany ◽  
Azliza Yacob

Chatbot simulates humans' conversations through computer programs using natural language. They are developed for various reasons and purposes, such as virtual characters and entertainers or as an interactive game component. Nowadays, Chatbots for education are using widely to enable students to engage with learning content constantly. In this study, students use Chatbot to query the Web Programming learning contents such as code description, coding and problem-solving. However, the successful responses of Chatbot to student queries is unknown. The lecturers also do not know the desired learning content of students who use the Chatbot. Thus, the purposes of this study are to explore the probability of a student getting successful responses in each conversation and to identify the students desired learning content. The learning analytics method is used to analyse the learning data of Chat-bot. The data analysis performed is descriptive analysis and binomial probability testing. The finding of the studies showed that the value of successful responses of Chatbot is high. The most desired learning content by the students is related to three categories of Web Programming contents, which is the hypertext Preprocessor (PHP), database & structured query language (SQL) and hypertext markup language (HTML). The Chatbot is updated based on proposed actions to provide more successful responses.


2021 ◽  
Vol 5 (OOPSLA) ◽  
pp. 1-23
Author(s):  
Aviral Goel ◽  
Pierre Donat-Bouillud ◽  
Filip Křikava ◽  
Christoph M. Kirsch ◽  
Jan Vitek

Most dynamic languages allow users to turn text into code using various functions, often named <tt>eval</tt>, with language-dependent semantics. The widespread use of these reflective functions hinders static analysis and prevents compilers from performing optimizations. This paper aims to provide a better sense of why programmers use <tt>eval</tt>. Understanding why <tt>eval</tt> is used in practice is key to finding ways to mitigate its negative impact. We have reasons to believe that reflective feature usage is language and application domain-specific; we focus on data science code written in R and compare our results to previous work that analyzed web programming in JavaScript. We analyze 49,296,059 calls to <tt>eval</tt> from 240,327 scripts extracted from 15,401 R packages. We find that <tt>eval</tt> is indeed in widespread use; R’s <tt>eval</tt> is more pervasive and arguably dangerous than what was previously reported for JavaScript.


2021 ◽  
Vol 2 (5) ◽  
pp. 590-599
Author(s):  
Budi Harijanto ◽  
Meyti Eka Apriyani ◽  
Elok Nur Hamdana

Innovations in learning media for "Kampus Merdeka" currently require students active roles in online lectures and interact with lecturers and college friends to be able to use social networking media. Massive Online Open Course (MOOC) is web-based learning that can be accessed anywhere and anytime by integrating technology into the learning process that can help improve understanding of the material. In this reasearch an online learning design using MOOC as a solution in the implementation of "Kampus Merdeka" using Web Programming Design course. The reason for choosing these subjects is because practical learning activities require an understanding of a strong theoretical basis. Learning Outcomes in this course are students can understand the basics and concepts in website before finally carrying out the practicum. In the study sample population in the MOOC Web Programming course which was attended by 30 students from various backgrounds, it was seen that on average 78.2% interesting join the MOOC online class. The results of this percentage show that students are interested in joining MOOC online classes because they can provide a self-development model, namely institutional (materials that are in accordance with the syllabus), pedagogical in the form of learning videos) and technical (in the form of practicums)


2021 ◽  
Vol 10 (2) ◽  
pp. 89-99
Author(s):  
Yuyun Yuningsih ◽  
Ari Puspita

Intisari—Dalam proses seleksi peserta pelatihan, sebagian besar perusahaan masih menggunakan metode konvensional, yaitu metode seleksi manual, dimana dari mulai pendaftaran hingga pengumuman kelulusan masih dilakukan dengan cara datang langsung ke kantor. Tentunya hal tersebut dinilai kurang efektif di era ini, dikarenakan proses yang berbelit dan butuh waktu yang lama. Dengan adanya e-recruitmen atau proses seleksi secara online, perusahaan dapat melakukan penghematan biaya, brand organisasi dapat lebih dikenal dan memperbesar peluang mendapat calon karyawan yang sesuai kriteria (job specification) yang telah ditetapkan organisasi. Penelitian ini membahas tentang sistem seleksi calon peserta pelatihan kerja, dimana dalam kegiatan seleksi yang masih manual. Sistem ini dirancang untuk dapat mengolah data seleksi calon peserta pelatihan kerja seperti proses registrasi, mengisi data diri calon peserta seleksi, mengelola data test, data hasil seleksi dan mencetak laporan. Dengan menerapkan sistem informasi seleksi calon peserta maka dapat meminimalisir waktu dan biaya dalam proses seleksi peserta pelatihan kerjabaru, Pemrosesan informasi lowongan seleksi lebih cepat dan efisien dan Membantu mendapatkan calon peserta terbaik yang sesuai dengan posisi pelatihan yang dibutuhkan. Kata Kunci : Sistem, Pengolahan Data, Seleksi Kerja Referensi : [1] T. A. Siswanto, “Pengaruh Penerapan Teknologi Informasi Terhadap Kebutuhan Diklat Guru Smk Bidang Bisnis Dan Pariwisata,” Sekretari, vol. 1, no. 2, p. 36, 2017. [2] A. Nisa, “Pengaruh Kualitas Informasi Dan Kualitas Sistem Informasi Terhadap Kepuasan Serta Kinerja Pengguna Sistem Informasi,” Ef. J. Bisnis dan Ekon., vol. 6, no. 1, pp. 57–59, 2015. [3] Marlina., “Rancang Bangun Sistem Informasi Penjualan Barang Secara Tunai,” J. Komput. Dan Inform., vol. XX, no.2, pp. 129–135, 2018. [4] R. I. Desanti and A. E. Widjaja, “Aplikasi Perekrutan dan Penilaian Karyawan Berbasis Web pada PT. XYZ,” J. Ultim. InfoSys, vol. 8, no. 2, pp. 74–80, 2018. [5] K. Dwi Nanda and A. Prasetya, “Efektifitas Penerapan Metode Rekrutmen Online (E- Recruitment) (Studi Pada PT Industri Kereta Api (INKA) – Jawa Timur),” J. Adm. Bisnis, vol. 53, no. 1, pp. 96–104, 2017. [6] Sugiyono, Metode Penelitian Kuantitatif dan Kualitatif. Bandung: Penerbit Alfabet, 2009. [7] R. A. Sukamto and M. Shalahuddin, Perangkat Lunak dan Berorientasi Objek. Bandung: Bandung:Infomatika, 2016. [8] Indrajani., Database Desaign. PT. Elex Media Komputindo., 2015. [9] O. Pahlevi, A. Mulyani, and M. Khoir, “Sistem Informasi Inventori Barang Menggunakan Metode Object Oriented Di Pt. Livaza Teknologi Indonesia Jakarta,” J. PROSISKO, vol. 5, no. 1, 2018. [10] A. Herliana and P. M. Rasyid, “Sistem Informasi Monitoring Pengembangan Software pada Tahap Development Berbasis Web,” J. Inform., vol. 3, no. 1, pp. 41–50, 2016. [11] A. Puspita, M. Fahmi, and Y. Yuningsih, “Perancangan Dan Pembuatan Aplikasi E-Learning Menggunakan Model Waterfall Pada Sekolah Menengah Atas,” J. Ris. Inform., vol. 1, no. 4, pp. 173–180, 2019.


Author(s):  
Agus Prasetya

Abstract—In this era of the Covid-19 pandemic, students are getting used to online learning or daring. In supporting online teaching and learning activities, electronic modules have been developed so that the learning system can run in two directions and be more interesting. For this reason, this study aims to (1) Design and implement the development of electronic modules based on learning projects in Web programming courses at ITB AAS Indonesia. (2) To find out student responses to the development of project-based e-modules based on Web programming courses at ITB AAS Indonesia. This study uses research and development methods. with the development of the ADDIE model. To determine student responses to the electronic module, the researcher uses questionnaires. The results of the study show that: 1) The results of the design and implementation of e-modules that have been developed on web programming courses that use learning project-based learning models can be applied. 2) The results of the percentage of students who gave a very good response really good were 58,1%, good 22,5% %, sufficientt 19,4% and there were no students who gave less, or very less responses.


2021 ◽  
Vol 13 (15) ◽  
pp. 8482
Author(s):  
Juan Carlos López-Pimentel ◽  
Alejandro Medina-Santiago ◽  
Miguel Alcaraz-Rivera ◽  
Carolina Del-Valle-Soto

The fast pace of development of the Internet and the Coronavirus Disease (COVID-19) pandemic have considerably impacted the educative sector, encouraging the constant transformation of the teaching/learning strategies and more in technological areas as Educational Software Engineering. Web programming, a fundamental topic in Software Engineering and Cloud-based applications, deals with various critical challenges in education, such as learning continuous emerging technological tools, plagiarism detection, generating innovative learning environments, among others. Continual change and even more change with the current digitization becomes a challenge for teachers and students who cannot depend on traditional educational methods. The article presents a sustainable teaching/learning methodology for web programming courses in Engineering Education using project-based learning adaptable to the continuous web technological advances. The methodology has been developed and improved during 9 years, 15 groups, and 3 different universities. Our results demonstrate that the methodology is adaptable with new technologies that might arise; it also presents the advantages of avoiding plagiarism in students and a personalized induction for every specific student in the learning process.


2021 ◽  
pp. 49-54
Author(s):  
E. V. Karmanova ◽  
O. V. Bezborodova

The article is devoted to the issues of teaching high school students CSS animation (Cascading Style Sheets) in the framework of extracurricular activities using the gamification method. The current problems of teaching web programming at school are considered, its main components are highlighted: HTML page layout, programming on the client and server sides. The analysis of existing services and online games for teaching web layout is presented. As a result of the analysis of the traffic of the studied services, an increased interest of Internet users in web simulators, implemented using the principles of gamification, was revealed. However, today there are a limited number of such services, in addition, many topics of web programming and layout are still unrealized with the help of such web simulators.The article describes a completed project of developing a web simulator for teaching the basic properties of CSS animation. When designing a web simulator, the requirements for the implementation of game mechanics and dynamics were considered, which will make it possible to organize the educational process in a dynamic, exciting and visual way. The article describes the key features of the web simulator, its functional requirements, provides a rationale for the choice of topics and design of the web simulator, and considers the algorithm of its operation. The topics that are studied as a result of passing tasks in the web simulator are listed. The risks associated with the implementation of the web simulator in the educational process are described.The authors carried out an experiment on the basis of an additional education institution "KiberOne Programming School" among 10th grade students, the results of the experiment showed the effectiveness of using the developed web simulator in teaching CSS animation.


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