- Edcuational Technology Systems
- Blockchain Technology in Education and Learning
- Multimedia Learning Systems
- Augmented Reality Applications
- Decision Support System Applications
- Educational Games and Gamification
- Impulse Buying and Technology Impacts
- Information Retrieval and Data Mining
- Educational Methods and Media Use
- EEG and Brain-Computer Interfaces
- SMEs Development and Digital Marketing
- Engineering and Technology Innovations
- Brain Tumor Detection and Classification
- Technology-Enhanced Education Studies
- COVID-19 Prevention and Impact
- Local Governance and Development
- Non-Invasive Vital Sign Monitoring
- Spam and Phishing Detection
- ECG Monitoring and Analysis
- Machine Learning and ELM
- Blood donation and transfusion practices
- Teaching and Learning Programming
- IoT and GPS-based Vehicle Safety Systems
- Online Learning Methods and Innovations
- Cultural and Artistic Studies
Telkom University
2015-2024
Arrhythmia is an irregular heartbeat that may cause serious problems such as cardiac arrest and heart failure if left untreated. A dozen of studies have been conducted to make automated arrhythmia detector. The classification approach uses a simple rule-based model, traditional machine learning, modern deep-learning technique. However, comparing classifier performance not easy task. There are several different datasets, standards, data splitting schemes, metrics. To assess the real developed...
Digital Game-Based Learning (DGBL) combines gamification with educational content to create engaging learning experiences tailored today's learners. Non-Playable Characters (NPCs), integral many video games, are computer-generated characters controlled by game algorithms rather than players. Despite their prominence in gaming, research on NPCs' impact learners' perceptions, experiences, and acceptance of DGBL environments remains scarce. This study presents a framework that investigates the...
Serious games or applied are digital in serious fields such as education, advertising, health, business, and the military. Currently, game development is mostly based on Game Development Life Cycle (GDLC) approach. A a product with unique characteristics that require particular approach to its development. This paper proposes model adapted from Game-Based Learning Foundation. paper’s main contribution enhance knowledge field game-related application research. The proposed was validated using...
This study describes the educational game “The Indonesian Tribes” as multimedia application to facilitate learning activities for students in kindergarten. is designed help recognize several tribes and cultures Indonesia such traditional clothes, houses, dances, gamelan musical instruments. equipped with a<em> Kinect </em>sensor technology detect external trigger speech gesture (motion) recognition that will encourage students’ enthusiasm playing activities. It line their...
Smart Village di Desa Lengkong merupakan upaya terintegrasi untuk memfasilitasi agenda pembangunan daerah mulai level paling bawah yaitu desa. Salah satu sub-program dari ini adalah digitalisasi aktivitas usaha melalui peningkatan kompetensi perempuan pelaku Usaha Mikro, Kecil dan Menengah (UMKM) menuju online commerce wilayah Lengkong. Persaingan saat membutuhkan keterampilan baik dalam pemasaran produk, manajemen usaha, pengemasan produk yang menarik, pelayanan terbaik sehingga membuat...
Abstract: Nowadays the process of teaching and learning not must wear conventional style where lecturer explained matter in front class, student listened. By Technology Development was introduced many new methods which can optimalized absorb knowledge inside or outside at once interactive pleasure. Such as Student Centered Learning (SCL). On lecture Computer Networks Politeknik Telkom, SCL method be implemented with combination e-quiz, cloud based sharing files, toke Games, dividing session...
SMK Maarif Sukawening adalah sekolah menengah kejuruan yang terletak di Kabupaten Garut. Berdiri sejak 2009 dan saat ini memiliki 5 program kejuruan, yaitu Teknik Kendaraan Ringan (TKR),Teknik Sepeda Motor (TSM), Multmedia, Tata Busana, Studi Keahlian Pertanian. Tahun 2021, menjadi melakukan transisi menuju Pusat Keunggulan(SMK PK). Saat ini, masih berusaha untuk tersebut. Sarana prasarana telah diperbaiki fasilitas ditambah. Akan tetapi, salah satu sumber dayayang perlu ditngkatkan daya...
Students in the Multimedia Engineering Technology Program (MET) at Telkom University possess ability to create a diverse range of creative multimedia products, including 2D visual works, 3D modeling, and game applications. However, paradoxically, documentation their works often falls short, with creations sporadically stored inadequately cataloged. To address this challenge, we introduce Open Resource Binary & Interactive (ORBIT), digital asset platform designed streamline organization...
Stabilization of Image Classification Accuracy in Hybrid Quantum-Classical Convolutional Neural Network Model with Ensemble Learning. classification plays a significant role various technological applications, such as object recognition, autonomous vehicles, and medical image processing. Higher accuracy implies better capabilities recognizing understanding visual information. To enhance accuracy, (HQ-CNN) model is developed by integrating quantum classical computing elements ensemble...
Educational games are digital products resulting from the application of game-based learning concepts. The main factors forming educational include combining a subject with challenging elements and engaging visualization. Most translate challenge component game in form multiple choice quizzes, questions, answers, or puzzle solving. This result causes mechanical structure less interesting than mechanics entertainment games. paper proposes scenario development model for derived goal typology...
Pembelajaran bahasa merupakan proses yang melibatkan empat keterampilan yaitu mendengarkan, berbicara, membaca, dan menulis. Salah satu permasalahan dalam pembelajaran adalah kecemasan berbahasa mengacu kepada perasaan tegang saat harus berkomunikasi baik lisan tulisan menggunakan lain. Pendekatan simulasi dengan penerapan konsep Game-based learning (GBL) dapat menjadi salah solusi untuk membangun kepercayaan diri seseorang asing sebelum menggunakannya di dunia nyata. Penelitian ini mencoba...
Health is particularly important family. When a person sick and hospitalized, the number of family will be limited to just one or two from patient's The often responds slowly critical situation due distance traveled home hospital far enough. It would easier if they able monitor condition by using smart watch. it sends current through API displayed in mobile application. Android app process any data retrieved watch then decide real patient. This research could support Internet Things field...
This study is aimed at describing the educational game “The Indonesian Tribes” as multimedia application in learning activities for students kindergarten. de- signed to facilitate order improve their knowledge of tribes and cultures Indonesia such traditional clothes, houses, dances Indonesia, gamelan musical instruments. equipped with a Kinect sensor technology tect external trigger speech gesture recognition that will further encourage liveliness; children are play while learning. It line...
The gap between the availability of blood stock in bank and need for Indonesia is more than 50%. In process, patients who did not receive donor from bank, to find potential donors patient usually sends a broadcast message which this way out focus. Related this, we proposed an alternative look geographically located around by adopting Location Based Services (LBS).The methodology used research prototype method because focuses on fast interaction user application. This paper presents design...