Android-Based Traditional Games Ervan Julianus; Eka Wahyu Hidayat; Heni Sulastri
JISA (Jurnal Informatika dan Sains),
09/2020, Letnik:
3, Številka:
1
Journal Article
Recenzirano
Odprti dostop
The traditional Bentengan game is one of Indonesia's popular cultural heritages from the 1980s to the 1990s. Aside from being a cultural heritage, this game has benefits including for sports, ...training for concentration, or just for public entertainment. However, in the present where technology has become widespread, this game has begun to be almost forgotten and replaced by digital games. Therefore, we need a way to keep the game sustainable by utilizing the existence of technology, namely by changing the concept of traditional to modern. In this research the transformation process from traditional to modern games will be carried out using the ATUMICS method. The results of the transformation were developed into a 3D android game with additional online multiplayer features. Alpha test results using a black box showed that most of the application functions were running as expected, and the beta testing showed satisfactory results with an average overall rating of respondents saying 82% of digital games had the value of "VERY GOOD" and was enough to describe the actual Bentengan game.
The era of the industrial revolution 4.0 changed the way of looking at education. The changes made are not just a way of teaching, but are far more essential that is in the perspective on the concept ...of education itself. The competence of Biology teachers in Enrekang Regency in designing learning tools and media based on Information and Communication Technology (ICT) is still low. This community partnership program activity aimed to improve the ability of high school biology teachers to use android-based e-book creation software. In the implementation of this training activity, the following results were obtained: (1) Increasing the ability of MGMP teachers for Biology subject in Enrekang Regency in designing Android-based e-book learning media, (2) As the assessment, an overall average score of this program was 4.93 (categorized as good criteria). Based on the results of this community partnership program, it is hoped that the results can be a good input for the Enrekang Regency Education office in particular, education practitioners and the government in general. To sum up, the ability of teachers related to the application of technology and information in learning activities using various technology utilization through sorts of trainings still need hard efforts to increase.
Android, as the most prevalent mobile operating system (OS) in recent years, has been widely applied in various cell phones, tablets, and embedded devices, greatly facilitating people’s lives. ...However, Android malware is also emerging, which significantly endangers people’s information security. The current Android malware detection systems are often suffering from cumbersome structures and massive computational resources, which seriously limits their direct deployment on mobile devices. We design a lightweight Android malware detection system named MCADS, which consists of a two-layer structure. At the first layer, we use an augmented Multilayer Perceptron (MLP) for the preliminary analysis of malware. At the second layer, we propose a new lightweight variant of Convolutional Neural Network (CNN) to further analyze the Apps that cannot be accurately identified in the first layer. Finally, a careful experimental investigation has been conducted. The proposed method achieves an accuracy of 98.12%, surpassing that of the compared methods. The promising results demonstrate the potential of MCADS as a practical adjunctive solution for detecting malware, complementing existing complex detection methods.
•A lightweight Android malware detection system MCADS is proposed.•A novel variant of CNN is proposed to learn more distinguishing features.•MCADS shows its satisfactory performance on malware detection.
This research aimed to develop an Android-based Game named Chemical Hydro Adventure as media learning of hydrocarbon materials to improve learning outcomes and quality. This research used Research ...and Development (R&D) methods within three aspects assessed: validation by the experts, the practicality of the game based on students’ questionnaire results distribution, and the game’s effectiveness based on improving learning outcomes. The results showed 86.13% highly relevant, meaning that the game media was suitable to validity criteria, thus, it could be tried and tested. The practical results obtained 94% very practical, meaning the game could facilitate the students to learn hydrocarbon materials. In addition, there were significant effects of the game reaching minimum completeness, meaning the game was a very effective tool. Therefore, the game developed was reasonable to be use and it was expected chemistry teachers could apply and use it properly. Furthermore, it could facilitate the chemistry teaching and learning process of hydrocarbon materials.
Family financial management serves to control fluctuations in the family or personal income and expenses. The use of Android-based applications supports financial management to be easier and more ...practical. Community service activities carried out by the implementation team from the Faculty of Economics, Sriwijaya University aims to provide knowledge in managing household investments and finances with an Android-based application. This program is based on concerns about the lack of knowledge around family financial optimization, especially in the process of recording a nominal amount of exit and entry within a certain period of time. Thus, problems and opportunities can be detected that can even be used as an investment and increase the available fund reserves. The participants consisted of 36 teachers of Junior/Senior High School (SMP/SMA) Dharma Bakti Palembang. The method of implementation is carried out by presentations, tutorials, discussions, and evaluations. Participants are already aware of the steps in using financial applications and investing in their Androids. Participants can also make investments and have income from the investments they make. This activity has a positive impact on increasing the knowledge and skills of participants in managing finances and managing investments, thereby increasing the number of hopes to improve family welfare in the future.
Touchscreen-based devices such as smartphones and tablets are gaining popularity, but their rich input capabilities pose new development and testing complications. To alleviate this problem, we ...present an approach and tool named Reran that permits record-and-replay for the Android smartphone platform. Existing GUI-level record-and-replay approaches are inadequate due to the expressiveness of the smartphone domain, in which applications support sophisticated GUI gestures, depend on inputs from a variety of sensors on the device, and have precise timing requirements among the various input events. We address these challenges by directly capturing the low-level event stream on the phone, which includes both GUI events and sensor events, and replaying it with microsecond accuracy. Moreover, Reran does not require access to app source code, perform any app rewriting, or perform any modifications to the virtual machine or Android platform. We demonstrate RERAN's applicability in a variety of scenarios, including (a) replaying 86 out of the Top-100 Android apps on Google Play; (b) reproducing bugs in popular apps, e.g., Firefox, Facebook, Quickoffice; and (c) fast-forwarding executions. We believe that our versatile approach can help both Android developers and researchers.
This work presents the design of an open educational low-cost (35 euros) modular and extendable mobile robot based on Android and Arduino, with Local Area Network (LAN) and Internet connection ...capabilities, to be used as an educational tool in labs and classrooms of information and communications technology (ICT) vocational training, or in engineering courses, as well as in e-learning or massive open online courses (MOOC) as an alternative or complementary to virtual labs. It is a first step introducing what we call ”BYOR: Bring Your Own Robot” education policy equivalent to ”BYOD: Bring your own devices” in computers’ world.
Malware designers and developers persistently endeavor to target smartphone users with the aim of collecting personal information, infringing on their privacy, and jeopardizing their security. ...Researchers from both academia and industry have leveraged deep learning algorithms to develop theoretical and practical approaches for detecting potential threats. This survey provides an extensive discussion of recent and relevant approaches that have been published, unveiling emerging technologies and highlighting lingering challenges in malware detection.
The purpose of this study is to develop a postsecondary option-based android application that is used by junior secondary students in determining plans for further study. Planning further studies ...from junior to senior high school and beyond, certainly requires a consideration. All preparations both externally (school, facilities, environment) and internally (academic ability, understanding of learning), and all of that include in postsecondary options. Postsecondary options are awareness the opportunity to obtain a career and develop experts using various abilities such as grouping careers, the ability to assess themselves, and many more. Optimizing postsecondary options can be applied in technology. The research method used is research and development, which develops Android applications based on postsecondary options in helping student's postsecondary option. In this application, it contains information about the requirements, curriculum, job opportunities in a number of options for further study of students after junior high school and beyond.