<p>Perkembangan jumlah pengguna <em>smar</em><em>t</em><em>phone</em> sudah merambah di kalangan siswa. Hal ini dapat dimanfaatkan sebagai media pendukung proses pembelajaran. Penggunaan media merupakan salah satu komponen metode untuk mencapai tujuan pembelajaran. Berdasarkan observasi di SMK Sultan Trenggono Kota Semarang, media pembelajaran masih terbatas pada <em>slide show power point</em> yang monoton, <em>e-book</em>, dan LKS (Lembar Kerja Siswa) atau buku-buku teks lainnya yang dinilai kurang memenuhi kelayakan. Penelitian ini bertujuan untuk mengetahui: (1) pengembangan media, (2) kelayakan media dan; (3) penilaian kemudahan dan kemanfaatan penggunaan media oleh siswa dan guru. <em>Mobile learning</em> didefinisikan sebagai model pembelajaran menggunakan perangkat IT (<em>information technology</em>) genggam dan bergerak. Model pengembangan yang digunakan adalah 4-D (<em>Four D Models</em>), yaitu: <em>define </em>(pendefinisian), <em>design </em>(perancangan), <em>develop </em>(pengembangan), dan <em>disseminate </em>(penyebaran). Berdasarkan penilaian kelayakan oleh validator media menunjukkan bahwa: aplikasi mendapat penilaian sebesar 86,93% dari ahli media dan 87% dari ahli materi. Sedangkan hasil uji coba menunjukkan nilai kemudahan dan kemanfaatan penggunaan aplikasi sebesar 87,5% oleh guru dan 82,27% oleh siswa. Hal ini menunjukkan bahwa media sangat layak untuk digunakan, mudah, dan bermanfaat dalam proses pembelajaran.</p><p> </p><p><em><strong>Absctract</strong></em></p><p><em>The grow</em><em>th</em><em> number of smar</em><em>tp</em><em>hone users has penetrated among the students. This can be used as a supporting med</em><em>ia</em><em> of the learning process. The use of media is one component method to achieve learning objectives. Based on the observations at SMK Sultan Trenggono Kota Semarang, the learning media is still limited to the monotonous power point slide sho</em><em>w</em><em>, e-book, and LKS</em><em> (student worksheet) </em><em>or other textbooks that are considered less feasibi</em><em>le</em><em>. This study aims to determine: </em><em>(1) media development, </em><em>(</em><em>2</em><em>) media feasibility</em><em>,</em><em> and (</em><em>3</em><em>) assessment of ease and usefulness of media us</em><em>age</em><em> by students and teachers. Mobile learning is defined as a learning model using IT (information technology) handheld and mobile devices. The development model used is 4-D (Four D Models), which are: define, design, develop, and disseminate. Based on the feasibility assessment by the media validator shows that: the application received an assessment </em><em>is</em><em> 86.93% of media experts and 87% of material experts. While the test results show the value of ease and usefulness of application usage </em><em>is</em><em> 87.5% by teachers and 82.27% by students. This shows that the media is very feasible to use, easy, and useful in the learning process.</em></p><p><em><strong><br /></strong></em><strong></strong></p>
In this experimental study, AR book app is used to improve student learning outcome of kindergarten in animal introduction subject. AR book app is an application based on Augmented Reality (AR) technology that adapts the kindergarten curriculum in Indonesia. AR book app has included 3D view and animal video. 3D based learning makes it easy for students to visualize learning materials and video based learning to makes students give attention when learning activity. In a field experiment at kindergarten, 111 kindergarten students was divided into two groups participated in learning activity that using different learning media. The two groups were group A and group B. Group A is an experimental group which taught using Augmented Reality (AR) book app. Group B is control group which taught using group note methods. Experimental result showed that students' performance in learning improved significantly by using Augmented Reality (AR) book app media. In this study, students indicated that the experimental group learning outcome is better than the control group.
Tujuan penelitian ini adalah untuk mengetahui peningkatan aktvitas siswa dan hasil belajar siswa terhadap pembelajaran dengan model pembelajaran SAVI berbantuan Flash. Jenis penelitian ini adalah Quasi Experimental Design yang mengggunakan desain Nonequivalent Control Group Pretest Post-test. Adapun instrumen yang digunakan adalah tes pilihan ganda dan lembar observasi. Data dianalisis dengan menggunakan t-test dan uji gain. Dari hasil pengamatan aktivitas siswa kelas eksperimen tahap I sebesar 68,55% (baik) naik menjadi 83,46% (sangat baik). Sedangkan analisis data rata-rata nilai hasil kelas eksperimen dari 75,3 naik menjadi 83,3. Berdasarkan analisis data hasil penelitian dapat disimpulkan bahwa model pembelajaran SAVI berbantuan Flash efektif dan mampu meningkatkan aktivitas dan hasil belajar siswa.
In a wind power plant (hereinafter referred to as PLTB), rotation stability is needed, to protect the system from sudden rising and unpredictable wind speed. Large-scale PLTBs are already equipped with a braking system, unlike small-scale plants that are generally not equipped with a braking system. In order for the electricity supply to be guaranteed properly and for the system to be protected, it is necessary to make a control device that will monitor the rotation speed of the generator and turn off the electricity supply to the system should there be any rotation that exceeds the specified limit / over speed. The use of small-scale for household purposes is generally equipped with an electric power storage / battery and an inverter to convert DC electricity into AC electricity which is then used by consumers. This research uses the research and development approach, namely research that will produce an effective and efficient power breaker system as a function of creation and innovation in solving renewable energy problems. Result; the automatic power breaker suitable for use in small-scale wind power plant has been assembled and tested with good results and is ready for use.
Untuk menilai tingkat kesuburan tanah dinas pertanian masih menggunakan cara manual dengan menebak data hasil analisis tanah. Penelitian ini bertujuan mendapatkan sistem prediksi tingkat kesuburan tanah yang menerapkan metode analytical hierarchy process untuk memprediksi tingkat kesubutan tanah. Sistem prediksi tingkat kesuburan tanah ini dikembangkan dengan menggunan model waterfall yang terdiri dari empat tahapan yaitu tahap analisis, tahap desain, tahap kode dan tahap pengujian. aplikasi untuk prediksi tingkat kesuburan tanah ini menggunakan metode AHP dengan menggunakan 7 kriteria. Pembuatan sistem prediksi tingkat kesuburan tanah ini menggunakan bahasa pemrograman PHP, framework yii dna database MySQL. Pengujian sistem menggunakan uji blackbox, pengujian aspek portability dan uji validasi kelayakan sistem yang dilakukan di Dinas Pertanian. Berdasarkan hasil pengujian dapat dinyatakan bahwa sistem prediksi tingkat kesuburan tanah dapat berjalan dengan baik sesuai dengan desain rancangan. Selain itu sistem prediksi tingkat kesuburan tanah dapat digunakan sebagai aplikasi untuk prediksi tingkat kesuburan tanah dengan beberapa penambahan.
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