bluuebunny/crossref_metadata_2025_split huggingface dataset:
The online comic development of Indonesian Folklore as a literature learning media for millennials
Authors: Febriani M , Prasandha D , Utami S P T , Setyaningsih N H , Yuniawan T , Sugiarto E 
Published: March 2021

Abstract
Online comic of Indonesian Folklore is an oral-digital transformation which is less developed as a media of literature for millenials. Therefore, the main purpose of this study is to develop online comic with Indonesian folklore content for Millennials, it can also be used in education field. This study and development was carried out by using the ADDIE model (analysis, design, development, implementation and evaluation). The feasibility of online comic of Indonesian folklore was assessed by literary experts and digital art media experts. It was tested to 30 final year students. The result of the development is in the form of online comic of Indonesian folklore that contain of story about Ratu Shima. All stages of the development of online comic were carried out digitally, starting from the digital sketch process to its publication on the online comic platform. Online comic of Indonesian folklore prove to be feasible to be used based on software indicators, easy to use, visual communication, and story content. Online comic is highly recommended as a new media of literature for millennials.
Design of interactive multimedia mobile learning base on Android operating system for Biology subjects
Authors: Kasim J J F , Haryanto H , Katili F 
Published: March 2021

Abstract
This development discusses multimedia interactive mobile learning by using mobile-based learning. In developing for design this mobile application using the media development model by William W. Lee & Diana L. called ADDIE. The development phase consists of Analysis, Design, Development, Implementation, Evaluation. For appropriateness products, the product passes through the Alpha test stage which is validation conducted by the Material Expert and Media Expert, then revise the product according to the experts’ revision and recommendations. Furthermore, the product is implemented to 60 students of Class XI Science in Senior High School as the target user. Alpha test results show that the interactive multimedia mobile learning product is possible to use as a media learning.
Computer-based art in folklore illustration: Development of mixed media digital painting in education context
Authors: Sugiarto E , Kurniawati D W , Febriani M , Fiyanto A , Imawati R A 
Published: March 2021

Abstract
Computer-based art has recently played a pivotal role in the artistic process of producing digital versions of visual illustration. One of them is the digital painting trends which becomes a new phenomenon in art practice in Indonesia, a transformation between engineering, aesthetics, and culture. This study aims to develop the creative process in mixed media digital painting in the project of folklore visualization as a computer-based art practice. This study employed a research and development design which was carried out by following steps: (a) defining, (b) designing, (c) developing and (d) validating. Trial of development results (mixed media of digital painting) were carried out to art students in the visual arts department of the Faculty of Languages and Arts, Semarang State University who were working on art projects within the scope of folklore illustration. The results of the study showed that the development of mix media digital painting was conducted by using software that is applicable to combine graphic design of bitmap and vector graphics, namely Corel Draw X7 and Adobe Photoshop CS6. The combination between bitmap and vector graphics in folklore illustration project can improve shape variation and artistic effect in digital painting.
The use of interactive multimedia to build awareness against animal exploitation in environmental conservation education for children
Authors: Pratiwinindya R A , Alfatah N , Nugrahani R , Triyanto T , Prameswari N S , Widagdo P B 
Published: March 2021

Abstract
Many people do not realize that actions involving animals often involve violence to the animals. Some of these actions are influenced by the regional cultural traditions such as Topeng Monyet, which for the most part of them are a lot watched by children and unfortunately this situation become a common things. Therefore, it is necessary to have an ideal education about preservation of biological resources, flora, fauna, and the environments for children’s, that can be obtained from appropriate activities through environmental conservation education. In the development of digital-based media today, interactive multimedia combined with fun learning is relevant to deliver information and to educate the children as early as possible. The purpose of this study is to analyse the usefulness of interactive multimedia as learning resource in the environmental conservation education, especially against animal exploitation for children. The research design employed the following steps: (1) designing the interactive multimedia; (2) produce interactive multimedia; (3) implementing interactive multimedia for elementary students as a learning resource; and (4) evaluating the result and learning process. The research subjects are 32 students from SDIT Mutiara Hati, Semarang who are studying the theme of learning about caring for the environment. The results showed that, by using interactive multimedia as a learning resource, student’s ability to know, understand, and mention what activities can be done as an environmental conservation activities against animal exploitation has increased. Therefore, it can be concluded that interactive multimedia becomes the right strategy to deliver information as an effort to build awareness against animal exploitation in environmental conservation education for children’s.
Development of sparkol videoscribe on mathematical representation
Authors: Widiastuti A T T , Faiqoh A , Kariadinata R , Sugilar H 
Published: March 2021

Abstract
This research aims to develop sparkol videoscribe based animation videos on mathematical representation. This research and development use the ADDIE development model (analysis, design, development, implementation, evaluation). This animated video was validated by education experts and media experts, then limited testing was carried out on junior high school students. The results showed that sparkol videoscribe based animation video is a mathematics learning media that has been validated and gets positive responses from students so that it can be used in the process of learning mathematics. Also, the test results of students after learning to use sparkol videoscribe based video animation showed that as many as 7 students obtained a percentage of 28% with incomplete categories, while for 18 students obtained a percentage of 72% with complete categories. Therefore, sparkol videoscribe based animation videos provide good learning outcomes for students’ mathematical representation capabilities as seen from the percentage of students in achieving a KKM value of 72% with effective criteria.
Mobile games adoption: An extension of technology acceptance model and theory of reasoned action
Authors: Mulyawan I , Rafdinal W 
Published: March 2021

AbstractThis study aims to analyze the effect of game features and trust on the intention to play mobile games based on the technology acceptance model and theory of reasoned action. 408 respondents were engaged in this study to obtain the data which were then analyzed using PLS-SEM. The results show that game features, attitude, and subjective norms are the significant determinants of intention to play mobile games. Attitude toward playing online games is influenced by game features, perceived usefulness, and trust. Perceived ease of use does not have a significant effect on attitude. This study bridges the gap in the mobile game adoption literature by explaining how the relationship between game features and trust. This will drive the intention to play mobile games based on the technology acceptance model and theory of reasoned action to obtain a more comprehensive explanation of mobile game adoption.
Weather prediction system and recommendation of plant varieties as an effort to minimize harvest failure with android-based Backpropagation Artificial Neural Networks
Authors: Ahsan M , Setiyaningsih W , Rinanto B , Susilowati M , Sulistiyowati I 
Published: March 2021

Abstract
Based on Malang Regency agriculture data in 2017 presented by the Head of the Agriculture and Food Crops and Horticulture Office (DPTPH), there was a 2.5% decrease in yields. One hectare of paddy land can produce 7.71 tons during normal weather, but currently only produces 6.9 tons per hectare. Three farmers’ groups in Malang Regency (2018), are of the opinion that the current weather greatly influences crop failure. Weather prediction used so far using conventional benchmarks for planting, is no longer relevant to current reality. These estimates are often incorrect, resulting in crop failures, which have an impact on the farmer’s economy. This study aims to make the application of weather prediction systems and recommendations for suitable planting varieties based on data on temperature, humidity, time of sun exposure, wind speed, and rainfall using Backpropagation ANN method. Data used for Karangploso District weather prediction from 2009-2018. While the variables used in the application of Backpropagation ANN: temperature, humidity, time of sun exposure, wind speed, and rainfall. For output, the prediction of rainfall in the next 12 months and planting of varieties in accordance with the predicted rainfall, OPT and land type. From the calculation results of this application the MSE error value of 0.0299 is obtained.
Bibliometric analysis of the term ‘STEM module’
Authors: Triwahyuningtyas D , Sundaygara C , Widiaty I , Nandiyanto A B D , Aji S D , Hudha M N 
Published: March 2021

Abstract
STEM Module is one of the possible solutions in delivering STEM learning to students to improve better understanding. The purpose of this research was to provide a literature review regarding bibliometric analysis of ‘STEM-based module’ term. This research took the collection of articles from the database of Scopus during the period of 2015-2019. This research analysed 1095 articles. To generate a visualization, it employed VOSviewer software. The findings of this research provided a reference about a research that have been conducted related to STEM-based module.
Augmented Reality (AR) subject Natural Science media for human framework topics
Authors: Yulianti Y , Wardhani L K , Hakim A R , Aji S D , Hudha M N 
Published: March 2021

AbstractThe purpose of this study is develop media based on augmented reality for the subject of Natural Sciences on the topic of human skeletons. The research and development method used is the ADDIE model, focusing on the more technical design and development sections. This research produces augmented reality media by using Corel draw application, personal unity, blended 3d, vuforia free edition. With this augmented reality media design to facilitate users in understanding the human framework.
Interactive multimedia development for swimming learning and training
Authors: Widiastuti W , Sulaiman I , Susilo S , Hernawan H , Mashud M , Solahuddin S , Pradityana K 
Published: March 2021

Abstract
The purpose of this research is to create interactive multimedia. This research and development uses Borg and Gall Research and Development (R&D) method which consists of 10 (ten) steps. The subject of this research was students of PJKR from three universities in three different areas in Indonesia. The subject of this research was students of PJKR from three universities in three different areas in Indonesia. The numbers of samples used to test the effectiveness of interactive multimedia are 45 people of experimental class and 45 people of control class. The research design used is the one group control pretest-posttest design experiment, the results of interactive multimedia development research show the value of Ztable> Zcount (89>-5,7622), which means that there are significant differences between before and after the utilization of interactive multimedia. From these results it can be concluded that the development of interactive multimedia can be applied by the community to facilitate swimming training.
A preliminary phase on anatomizing multiple sensitive attribute by determining main sensitive attribute
Authors: Widodo W , Wahyudin A 
Published: March 2021

Abstract
This paper aims to determine the main sensitive attribute in anatomy with multiple sensitive attributes. Privacy in published data becomes important and interesting research recently. Many works have been conducted on keeping published data privately. K-anonymity was proposed as the first model in this study. Yet, this model still has some drawbacks. A better model called anatomy is proposed to fix k-anonymity. Many studies on anatomy are performed on a single sensitive attribute, while in the real world, a microdata table always contains multiple sensitive attributes. This work handles problems on how to publish data in private mode by rearranging the anatomy model. We adopted the method in determining main sensitive attribute. We conducted it in the preliminary phase and its result is a prepared model of the main sensitive attribute for anatomy. The result success in ensuring one sensitive attribute as a main sensitive attribute.
GIS-based ranking and categorization of potential impact on drought as disaster mitigation effort in Bandung Barat Regency (KBB) using Simple Additive Weighting (SAW)
Authors: Chrisnanto Y H , Renaldi F , Afsyari N Z , Hadiana A I 
Published: March 2021

Abstract
Drought is a disaster that has a significant impact on agriculture, economics, health and the environment, and many other aspects of life all including Kabupaten Bandung Barat (KBB), Indonesia. The Regional Disaster Management Agency (BPBD) of KBB shows that in 2018, over 92,780 houses in 47 villages were affected by drought. This study aims to predict which area in KBB will be impacted by drought using Geographical Information System (GIS). Previous studies have shown much evidence that GIS will work, but none were done in Indonesia. We use the Simple Additive Weighting (SAW) method to create the ranking, categorization, and information on potential droughts. The method analyses historical drought impact, rainfall densities, water resources, rivers, and lakes availability, and settlement area. At the end of this study, we successfully categorize 162 villages into 4 categories. Accuracy on the result is also tested using real data from 2018, which resulted in 70.21% accuracy out compared to all 47 villages that were affected in 2018. An increase in accuracy of 72.50% also highlighted when comparing the result of very high potential and high potential area affected by drought with the 2018 data. Furthermore, a convincing 100% accuracy was obtained when comparing the top-10 data of very high potential in droughts and 2018 data. As our future recommendation, We suggest more parameters to be included in the calculations and also to use a 3-dimensional GIS approach as a tool to visualize the information.
Implementation of Analytical Hierarchy Process (AHP) and Simple Addative Weighting (SAW) methods in the process of determining teacher certification participants
Authors: Fuadi R S , Sarah I S , Ramdania D R , Lukman N , Irfan M 
Published: March 2021

Abstract
Teacher certification is a process of improving the quality and competency testing of educators regulated by the government through ministry of education. the education office, which it provides teacher certificates that have been declared to meet professional standards. It would not happen if the assessment is carried out using an effective method in selecting teacher certification participants. The purpose of this research is to make a decision support system by applying 2 methods, namely Analytical Hierarchy Process (AHP) and Simple Additive Weighting (SAW) methods.
Geographical Information System distribution of health insurance and employment administrator office
Authors: Fitriani L , Nugraha M A , Satria E , Tresnawati D 
Published: March 2021

Abstract
Social Insurance is currently one of the needs that must be prioritized both for government agencies or companies. Health Insurance and Employment Administrator Office established so that workers or companies get social Insurance services for workers. The purpose of making this article is to be able to assist users in finding Health Insurance and Employment Administrator Office information. At the same time, Health Insurance and Employment Administrator Office employees manage office data and registered companies and target companies (non-participants). The method used in this study is the Rational Unified Process, starting from the inception stage to the construction stage. The result of this research is the model application of the distribution of the West Java Health Insurance and Employment Administrator Office by adopting Google maps as a provider of information in the form of graphs. With this model expected, the attractiveness of registering and managing social Insurance for workers will increase.
Development of government employee performance measurement models: Using Analytical Network Process and Simple Additive Weighting methods
Authors: Kaluku M R A , Dai R , Pakaya N , Padiku I R 
Published: March 2021

Abstract
This paper describes how to measure the performance of government employees to society using different assessment methods and new services instruments, and providing opportunities for the community to assess the services provided to them. The Analytical Network Process (ANP) method is used to generate global weights obtained from the pairwise comparison matrix and supermatrix which will be used as preference weights. The final score of each employee is obtained from a questionnaire that has been filled in by respondents using the Simple Additive Weighting (SAW) method then the calculation will be combined with preference weights obtained from previous calculations. The results showed that the use of the ANP-SAW method resulted in good performance calculations with employee 5 getting the highest value at 0.9526, while employee 2 getting the lowest value at 0.7753. With the assessment carried out by the community and the use of appropriate decision making methods, leaders in government can easily assess the performance of their employees, not only from the achievement of work but also based on the assessment of the community.
An approach for passengers forecasting using Fuzzy Time Series
Authors: Syaripudin U , Zulfikar W B , Uriawan W , Nugraha R A 
Published: March 2021

Abstract
At certain times the number of passengers is very difficult to predict. There was a time when the number of passengers occurred a very significant surge. However, there are times when the number of passengers is drastically reduced. This is caused by many factors including time including the holiday season, holidays, and so on. As for other factors such as natural disasters, endemic diseases, and others. The number of passengers must be proportional to the number of vehicles that have been prepared. The company must consider the condition of the vehicle and also the physical condition of the driver. The aim of this study is to conduct passenger forecasting on a coming day. The methodology used is Fuzzy Time Series. The result of the experiment shows that this model has the accuracy of the difference between predictions with real data using PE which is equal to 34.6%.
Expert system development for homeopathy medicine
Authors: Mulyani A , Kurniadi D , Ahmad M , Fatimah D D S 
Published: March 2021

Abstract
Health is the most critical thing in life. It is invaluable for every individual because health is a prosperous state of soul, body, and social that enables everyone to live a good and productive life. Homeopathy is an alternative treatment that has a fundamental theory that sick people can carry by using the effect of the reflection of substance or energy in the body that produces symptoms in healthy people. This study aims to assist the public in obtaining information from doctors or homeopathic medicine experts based on symptoms, complaints, illnesses, and suggested drugs. The method used is the Expert System Development Life Cycle (ESDLC) with expert system reasoning using forward chaining inference techniques. This research resulted in an application to help expert homeopathic medicine experts with pediatric patients who can facilitate the process of diagnosing the disease along with the recommended medicine. In conclusion, the implementation of an expert system created can help diagnose the condition with homeopathic treatments. This research also expected to contribute to facilitate the community in diagnosing and alternative medicine.
The development of sign language learning media using multimedia systems
Authors: Tresnawati D , Setiawan R , Alawiah N , Heryanto D , Rahayu S 
Published: March 2021

Abstract
Language is a means to communicate. The expressions in the world are diverse, one of which is sign language. There are two types of sign languages in Indonesia, namely BISINDO (Indonesian Sign Language) and SIBI (Indonesian Language System). Besides that, few people know the sign language, and the method used still uses conventional or manual methods so that it feels challenging to communicate with people who are deaf speech. This study aims to develop sign language learning applications using multimedia systems that expected to help people with hearing impairment and hearing impairment, the general public, and teachers in communicating with speech deaf people. In this study, using the Multimedia Development Life Cycle research method, Alpha testing with Black Box testing and beta testing as an application testing method to measure user satisfaction. The results of research using beta testing is an android-based sign language learning application suitable for the general public, and the deaf equipped with evaluation features and delivery of material in the form of video.
Edugame development for introduction chord basic guitar
Authors: Tresnawati D , Latifah A , Satria E , Rayahu S 
Published: March 2021

Abstract
Playing guitar is one of the activities that can hone the brain’s ability and emotions. Learning to play guitar can be done directly or indirectly. Learning indirectly can be done using several media. One of them is by using a game application on a mobile device. The purpose of this study is to build an android based chord basic guitar learning game application. The methodology used the Digital Game Base Learning-Instructional Design, which consists of four stages: analysis, design, development, and quality assurance. The results showed that the basic guitar chord educational game could be used to facilitate the learning process for individuals who are currently or will be learning guitar. Also, additional facilities, namely the try-it feature in the bonus round, can stimulate users to directly practice the results of learning basic guitar chords into a song that has been provided ac-cording to the chord that has been taught before.