Gamifikasi, pengaplikasian teknik game mekanik pada konteks non-game, menjadi pilihan utama yang ... more Gamifikasi, pengaplikasian teknik game mekanik pada konteks non-game, menjadi pilihan utama yang mendasari edukasi saat ini. Gamifikasi edukasi mampu memberikan solusi terhadap masalah-masalah yang timbul akibat metode pembelajaran tradisional yang dianggap kurang sesuai dengan perilaku manusia saat ini. Blockchain telah menjadi topik pembicaraan hangat yang sedang berkembang pesat dalam beberapa tahun terakhir. Blockchain berasal dari suatu komunitas maupun perusahaan dunia yang bertindak sebagai teknologi infrastruktur yang berkembang di berbagai bidang baik industri maupun pendidikan. Kelebihan utama dari blockchain yaitu terbebas dari pihak ketiga sehingga tingkat kemanan, transparansi, dan juga integritas blockchain terbilang cukup tinggi. Saat ini, penelitian mengenai blockchain yang diimplementasikan pada bidang gamifikasi edukasi masih minim jumlahnya. Guna memperluas wawasan mengenai penelitian ini, makalah kami akan mengidentifikasi dan mendiskusikan permasalahan utama ter...
CESS (Journal of Computer Engineering, System and Science), 2021
Object recognition and detection have been in request by numerous parties since Computer Vision i... more Object recognition and detection have been in request by numerous parties since Computer Vision innovation within the 1960s, both within the industrial and medical area. Since then, many studies have focused on object recognition and detection with various types of algorithm models that can recognize and detect objects in an image. However, not all of these algorithm models are efficient and effective in their application. Most of the previous algorithm models have a relatively high level of complexity. Here, the author tries to explain and introduce the YOLO (You only look once) algorithm model, which has a high enough image detection processing speed capability and accuracy that can compete with the previous algorithm models. There are several advantages and disadvantages of each version made, which are explained in the discussion section.
Gamification, the application of mechanical game techniques in non-game contexts, has become the ... more Gamification, the application of mechanical game techniques in non-game contexts, has become the primary choice underlies current education. Educational gamification can provide solutions to problems that arise due to traditional learning methods considered less under current human behavior. Blockchain has become a hot topic of discussion that is overgrowing in recent years. Blockchain comes from a world community and company that acts as infrastructure technology that develops in various fields, both industry and education. The main advantage of blockchain is that it is free from third parties so that the security, transparency, and integrity of the blockchain is quite high. At present, research on the blockchain that implemented in the field of educational gamification is still minimal in number. Our paper will identify and discuss the main problems related to education by implementing educational gamification applied to the Blockchain system. This paper proposes an initial gamifi...
Gamifikasi, pengaplikasian teknik game mekanik pada konteks non-game, menjadi pilihan utama yang ... more Gamifikasi, pengaplikasian teknik game mekanik pada konteks non-game, menjadi pilihan utama yang mendasari edukasi saat ini. Gamifikasi edukasi mampu memberikan solusi terhadap masalah-masalah yang timbul akibat metode pembelajaran tradisional yang dianggap kurang sesuai dengan perilaku manusia saat ini. Blockchain telah menjadi topik pembicaraan hangat yang sedang berkembang pesat dalam beberapa tahun terakhir. Blockchain berasal dari suatu komunitas maupun perusahaan dunia yang bertindak sebagai teknologi infrastruktur yang berkembang di berbagai bidang baik industri maupun pendidikan. Kelebihan utama dari blockchain yaitu terbebas dari pihak ketiga sehingga tingkat kemanan, transparansi, dan juga integritas blockchain terbilang cukup tinggi. Saat ini, penelitian mengenai blockchain yang diimplementasikan pada bidang gamifikasi edukasi masih minim jumlahnya. Guna memperluas wawasan mengenai penelitian ini, makalah kami akan mengidentifikasi dan mendiskusikan permasalahan utama ter...
CESS (Journal of Computer Engineering, System and Science), 2021
Object recognition and detection have been in request by numerous parties since Computer Vision i... more Object recognition and detection have been in request by numerous parties since Computer Vision innovation within the 1960s, both within the industrial and medical area. Since then, many studies have focused on object recognition and detection with various types of algorithm models that can recognize and detect objects in an image. However, not all of these algorithm models are efficient and effective in their application. Most of the previous algorithm models have a relatively high level of complexity. Here, the author tries to explain and introduce the YOLO (You only look once) algorithm model, which has a high enough image detection processing speed capability and accuracy that can compete with the previous algorithm models. There are several advantages and disadvantages of each version made, which are explained in the discussion section.
Gamification, the application of mechanical game techniques in non-game contexts, has become the ... more Gamification, the application of mechanical game techniques in non-game contexts, has become the primary choice underlies current education. Educational gamification can provide solutions to problems that arise due to traditional learning methods considered less under current human behavior. Blockchain has become a hot topic of discussion that is overgrowing in recent years. Blockchain comes from a world community and company that acts as infrastructure technology that develops in various fields, both industry and education. The main advantage of blockchain is that it is free from third parties so that the security, transparency, and integrity of the blockchain is quite high. At present, research on the blockchain that implemented in the field of educational gamification is still minimal in number. Our paper will identify and discuss the main problems related to education by implementing educational gamification applied to the Blockchain system. This paper proposes an initial gamifi...
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Papers by Muhammad Zahran