The purpose of this study is to produce instructional media of ICT guidance based on Mobile Learning using Moodle Mobile App that is valid, practical, and effective. This type of research is Research and Development (R & D). The development model used is the ADDIE model. The experimental method used Intact-Group Comparison. The sample was students of class X at SMA Negeri 1 Sungai Geringging. The instrument was validation questionnaire to measure validity, response questionnaires to measure the practice, and post-test questions of multiple choice to measure the effectiveness of developed media. The results showed that media declared valid by the validator assessment, and practically use by teachers and learners. Percentage of classical completeness at experiment group reached 87,5%, and 12,5% for classical incompleteness. While the control group reached 25% for classical completeness, and 75% for classical incompleteness. It means that ICT guidance media based on Mobile Learning using Moodle Mobile App is "valid, practically, and effective" to use in ICT guidance learning process
In line with the district development program of Dharmasraya regency, namely the Dharmasraya Smart City Program and the implementation of Dharmasraya Smart Education, Edugame is currently one of the favourite innovations being used in the teaching and learning process for the primary school students. This study was aimed at creating a learning innovation using Edugame as a media for conveying information to students as well as inviting students to play. In addition, the approach method used was in the form of media development using the ADDIE (Analysis Design Develop Implementation and Evaluation) development method. This development method was started by conducting the field observations, then designing the Edugame interface to evaluate the shortcomings of the Edugame. From the results of the whiteboard test, it was proven that this application had succeeded in delivering learning materials to primary school students of SDN 08 Pulau Punjung, Dharmasraya Regency, West Sumatra. In sum, the teachers are assisted by the Edugame since the students learn independently to explore each Edugame and try to get the highest score. Keywords: Learning Media; Edu-Game; Learning Innovation; ADDIE.
Certification is a determination given by a professional organization to someone to show that the person has competence, is able to do a specific job or task. Quality Assurance and Learning Development Institute Universitas Negeri Padang (LP3M UNP) currently still issues paper-based certificates manually for each training activity. Issuance of certificates manually turned out to be quite time consuming and inefficient. Then the absence of a verification system that can check the authenticity and ownership of certificates can provide opportunities for certificate forgery. So, it is very important to design and build a web-based electronic certificate application (e-certificate) that is able to generate certificates online and be able to verify the authenticity and ownership of the electronic certificates. This study uses a Research and Development (R&D) approach. This type of development method uses the waterfall approach. At the system design stage using the Unified Modeling Language (UML), and for the database using MySQL. The results of this study are web-based e-certificate applications that are designed successfully to support the process of generating and verifying the authenticity and ownership of electronic certificates online. Based on the results of testing the system with the black box method also shows that all the functionality of the e-certificate application that is designed to run very well and in accordance with user needs.
ViCT or spelled "VISIT", is the name of a web-based application that is being developed to display various points and locations from the campus environment that can be accessed virtually. ViCT aims to help users, students, and the public explore campus with digital freedom of movement anytime and anywhere, educating users about campus facilities and services with an immersive technology experience that is eco-friendly and fun. The application development concept is unlimited visits and easily accessible via desktop and mobile, saving resources and costs. In this chapter, the focus of the researchers discusses the initial digital mapping of the campus environment, which is the object or study area of the development of virtual campus applications with 360-degree panoramic image techniques. Spherical panorama images are the primary basis of the virtual reality environment in this application. Each panoramic image is processed and merged into a unified whole on a web page. Spherical panorama photos captured using ultra-wide-angle lenses at the front and rear of the camera (dual fisheye) generate a visual field with a horizontal and vertical angle of view close to 360 degrees.
Model pembelajaran blended learning mengkombinasikan pembelajaran f2f (face-to-face) atau tatap muka dengan online learning class (kelas online) yang kolaboratif. Pembelajaran blended learning yang dikembangkan menggunakan google classroom yang memiliki banyak fitur yang sangat mendukung proses belajar mengajar berbasis digital. Selain memberikan kemudahan bagi mahasiswa dalam belajar, juga memberikan kemudahan bagi dosen dalam mengajar. Dosen dan mahasiswa dapat melakukan proses belajar mengajar di dalam kelas maupun di luar kelas, berdiskusi dan berkomunikasi selama terhubung dalam jaringan internet. Dosen dapat memberikan materi pembelajaran praktikum baik berupa e-book, e-jobsheet, video tutorial, maupun soal latihan melalui penyimpangan awan (cloud storage) yang dikemas dalam bentuk konten digital yang bisa diakses, dipelajari, dan dibagikan melalui internet kapan saja dan dimana saja kepada mahasiswa. Pembelajaran blended learning ini diterapkan pada mata kuliah Praktikum Algoritma Pemrograman. Jenis penelitian adalah R&D, dengan metode pengembangan dengan pendekatan ADDIE, kemudian untuk uji keefektifan menggunakan pendekatan true experimental design (posttest only control design). Hasil penelitian ini adalah implementasi pembelajaran blended learning terbukti efektif dan efisien untuk digunakan dalam proses belajar mengajar khususnya bagi generasi Z di perguruan tinggi. Hasil validasi media dan materi dinyatakan valid dan layak untuk digunakan dengan tingkat persentase 81% ≥ v ≤100% dengan kriteria valid, kemudian keefektifan dari pembelajaran blended learning ini dapat dilihat dari hasil mid test dan hasil final test dari kelompok eksperimen (Experiment Group) yang lebih baik daripada kelompok kontrol (Control Group).
Adanya tuntutan penerimaan mahasiswa baru dengan menggunakan ujian Seleksi Nasional Perguruan Tinggi Negeri (SNMPTN) di Indonesia, siswa lulusan SMA/SMK diharapkan menguasai beberapa mata pelajaran dasar. Berdasarkan data primer wawancara penjurusan siswa yang dilakukan SMA/SMK di Indonesia belum cukup untuk membekali siswa dalam persiapan mengikuti ujian seleksi nasional, layanan bimbingan belajar didominasi jumlah terbanyak di kota besar, kemudian mahalnya biaya bimbingan belajar membuat siswa sulit punya kesempatan untuk mengikuti bimbingan belajar sehingga perlu dirancang sistem pelayanan bimbingan belajar yang dapat diikuti oleh siswa tanpa dibatasi ruang dan waktu. Salah satunya adalah sistem bimbingan belajar berbasis web. Bimbingan belajar termasuk salah satu Pendidikan non-formal. Pasal 1 angka 12 Undang-Undang Nomor 20 Tahun 2003 tentang Sistem Pendidikan Nasional menyatakan pendidikan non-formal adalah jalur pendidikan di luar pendidikan formal yang dapat dilaksanakan secara terstruktur dan berjenjang. Tujuan dari penelitian ini adalah merancang dan menghasilkan sebuah sistem pelayanan bantuan mentor bimbingan belajar (BAMBIMBEL). BAMBIMBEL juga memfasilitasi siswa yang ingin belajar untuk persiapan seleksi perguruan tinggi negeri. Metode yang digunakan adalah metode perancangan sistem berbasis web dengan pemodelan Unified Modeling Language (UML), pengujian sistem menggunakan metode Black Box, berdasarkan pengujian yang diamati dapat disimpulkan hasil eksekusi melalui data uji dan fungsionalitas dari sistem BAMBIMBEL berjalan dengan baik dan sesuai dengan yang diharapkan
Sign language is the communication that used by the deaf people. Sign language is also a form of accessibility for deaf people to be able to socialize with people around them. Deaf socialization with normal people in the society is not optimal because most of the people does not yet know sign language. Based on these problems, this study aims to develop an interactive media introduction to BISINDO sign language based on augmented reality for the community in supporting a society that is more inclusive of the deaf. This study uses a Research and Development (R&D) approach. The sample in this study was deaf people who participated in the Gerkatin Padang community, and people from various professions in the city of Padang. The data collection technique was carried out using a questionnaire and a focused group discussion technique. Based on the results of the collection of 100 respondents' perceptions data from the public towards sign language obtained: 1) the level of getting to know the community towards sign language is still low at 57%, 2) the level of skills using sign language is still low at 83%, 3) the importance level of sign language according the community is 81%, 4) The level of community needs to learn Sign Language is obtained by 88%, and 5) The level of selection of the right media for learning Sign Language, 74% of respondents choose media in the form of a smartphone application. The validity of the interactive media prototype introduction BISINDO sign language developed in terms of substance that is the suitability of sign language in the application obtained a validator rating of 89.33%, then in terms of the media obtained a validator value of 89.67%. It can be concluded that the interactive media prototype in the form of a smartphone application that was developed very well in terms of substance and media so that it is very feasible or valid to be used in the introduction of BISINDO sign language.
Tari Topeng Patih is a part of the traditional dance performance art “Wayang Topeng Malangan” with a religious background which grew up around people in Malang City, East Java. Presently, art gallery of Tari Topeng Malangan has been difficult to be found. In addition to the difficulty of finding this art gallery even in the regions of origin, the problems is also about the interest and enthusiastic public, especially teenagers in Malang to learn this dance is still very rare. As a result, this art is slowly deteriorated and increasingly falling by the presence of various modern performances. In regarded to learn Tari Topeng Patih, the conventional learning activities requiring a special place such as a dance studio that is generally located far away from downtown Malang. Thus to overcome this problem is requires an instructional media that can be used as an alternative solution to learn and obtain information about Tari Topeng Patih, one way may be able to use the simulation method by utilizing the technology and education. The results of the design is the interactive media learning and simulation for basic motion of Tari Topeng Patih by using Kinect media.
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