21st century education is expected to produce human resources who have critical, creative, communicative, and collaborative thinking skills. The education system in Indonesia must be able to adapt to equip students with the required competencies. One of the right steps to support the mastery of 21st century skills is to apply the Community of Inquiry learning framework with the Think Pair Share model. The purpose of the research in this article is two. 1) Review the concept of the Community of Inquiry framework and the Think Pair Share learning model. 2) Describe the application of 21st century learning through the Community of Inquiry framework with the Think Pair Share model. The research method used is the qualitative method. Data collection techniques use observation, documentation, and interviews. The results of the research in this article are two, namely 1) Knowing the concept of the Community of Inquiry framework and the Think Pair Share learning model. 2) Application of 21st century learning through the Community of Inquiry framework with the Think Pair Share model.AbstrakPendidikan abad 21 diharapkan dapat menghasilkan sumber daya manusia yang memiliki keterampilan berpikir kritis, kreatif, komunikatif, dan kolaboratif. Sistem pendidikan di Indonesia harus mampu beradaptasi untuk membekali siswa dengan kompetensi yang dibutuhkan. Salah satu langkah yang tepat dilakukan untuk menunjang penguasaan keterampilan abad 21 yaitu dengan menerapkan kerangka pembelajaran Community of Inquiry dengan model Think Pair Share. Tujuan penelitian pada artikel ini ada dua. 1) Mengkaji konsep kerangka Community of Inquiry dan model pembelajaran Think Pair Share. 2) Mendeskripsikan penerapan pembelajaran abad 21 melalui kerangka Community of Inquiry dengan model Think Pair Share. Metode penelitian yang digunakan ialah metode kualitatif. Teknik pengumpulan data menggunakan observasi, dokumentasi, dan wawancara. Hasil penelitian pada artikel ini ada dua yaitu 1) Mengetahui konsep kerangka Community of Inquiry dan model pembelajaran Think Pair Share. 2) Penerapan pembelajaran abad 21 melalui kerangka Community of Inquiry dengan model Think Pair Share.
Support Vector Machine (SVM) is one of the most popular methods of classification problems due to its global optima solution. However, the selection of appropriate parameters and kernel values remains an obstacle in the process. The problem can be solved by adding the best value of parameter during optimization process in SVM. Gravitational Search Algorithm (GSA) will be used to optimize parameters of SVM. GSA is an optimization algorithm that is inspired by mass interaction and Newton's law of gravity. This research hybridizes the GSA and SVM to increase system accuracy. The proposed approach had been implemented to improve the classification performance of Thyroid Nodule. The data used in this research are ultrasonography image of Thyroid Nodule obtained from RSUP Dr. Sardjito, Yogyakarta. This research had been evaluated by comparing the default SVM parameters with the proposed method in term of accuracy. The experiment results showed that the use of GSA on SVM is capable to increase system accuracy. In the polynomial kernel the accuracy rose up from 58.5366 % to 89.4309 %, and 41.4634 % to 98.374 % in Polynomial kernel
Dinas Kesehatan Lampung Tengah merupakan OPD (Organisasi Perangkat Daerah) yang menangani kesehatan di wilayah khusus Lampung Tengah, dengan jumlah rumah sakit terdaftar sebanyak 9 rumah sakit. Belum adanya sistem pengambil keputusan tentang rumah sakit terbaik membuat pihak dinas mengalami kesulitan untuk memutuskan rumah sakit terbaik yang ada di wilayah Lampung Tengah. Di samping itu belum terdapat juga sistem informasi bagi masyarakat mengenai rumah sakit terbaik yang ada di wilayahnya. Sistem dikembangkan menggunakan metode Analitical Hirarchy Process (AHP) berbasis web. Proses pengumpulan data diawali dengan penentuan tujuan, memilih kriteria dan alternatif pilihan yang merupakan 9 rumah sakit yang ada di wilayah Lampung Tengah. Selanjutnya kriteria-kriteria yang ada dibandingkan tingkat kepentingannya berdasarkan data yang diperoleh sehingga diperoleh rumah sakit terbaik. Data diperoleh dari studi literatur dan referensi penelitian terdahulu, sementara pengujian dilakukan menggunakan standar kualitas ISO 25010. Penelitian ini menghasilkan sistem informasi pengolahan rumah sakit dan pengambilan keputusan rumah sakit terbaik menggunakan AHP. Berdasarkan pengujian menggunakan kriteria ISO 25010 dalam aspek usability di dapat hasil sebesar 95,83%, functional suitability sebesar 93% dan dalam aspek performance effeciency diperoleh skor A dengan tingkat load time atau waktu yang dibutuhkan untuk mengambil/membuka halaman Web pada komputer dengan waktu 15.042 detik. Sehingga dapat disimpulkan bahwa layak untuk diterapkan untuk membantu mengolah data rumah sakit terbaik di wilayah Lampung Tengah.
Media pembelajaran merupakan perantara penyampaian materi pelajaran kepada peserta didik dengan menggunakan alat-alat tertentu agar peserta didik dapat memahami materi dengan cepat. Penelitian ini bertujuan untuk mengembangkan media pembelajaran melalui pendekatan PAIKEM pada materi jaringan tumbuhan berbasis Android dan menguji kelayakannyaMedia dikembangkan dengan software Articulate Storyline 3 dan Website2Apk Builder. Model pengembangan yang digunakan dalam penelitian ini adalah ADDIE (Analysis, Design, Development, Implementation, Evaluation). Hail pengembangan media pembelajaran kemudian diuji kelayakannya. Hasil dari uji coba kepada 2 ahli media memperoleh nilai rata-rata persentase 84% yang termasuk dalam kategori sangat layak menggunakan skala Liekert. Selain itu hasil rata-rata pengujian validitas isi dengan Aiken’s V didapati koefisien V sebesar 0,79 yang dinyatakan valid. Sedangkan hasil uji coba kepada 2 ahli materi memperoleh nilai rata-rata persentase 81,62% yang termasuk dalam kategori sangat layak dengan hasil rata-rata koefisien V sebesar 0,753 dinyatakan valid. Koefisien V dari hasil pengujian implementasi aspek PAIKEM pada media oleh ahli materi sebesar 0,766 juga dinyatakan valid. Hasil uji kelayakan kepada 5 memperoleh nilai rata-rata persentase 86,5%; termasuk dalam kategori sangat layak dengan rata-rata koefisien V sebesar 0,86 dan koefisien V untuk memvalidasi implementasi PAIKEM pada media sebesar 0,77 sehingga keduanya dinyatakan valid.
The world community has been hit hard by the covid-19 outbreak since 2 years ago until now there are still confirmed cases with a new variant. This also has an impact on the world of education, so that all learning implementers compete to create innovative learning media, easy to apply using mobile phones both online and offline in supporting the process and understanding of student material. The research objective is to develop an android-based learning media application. The development method is using the waterfall process model which is divided into six stages, namely: communication, planning, modeling, construction, and deployment. The assessment aspect observed in the development of learning media is how the media is developed and the teaching materials contained in it. The results of the assessment through filling out instruments on learning media were developed using a scale of 4 from various aspects of observation by experts in their fields, namely: 1) Media expert validators, namely: (a) software engineering aspects 3.75; (b) aspects of learning design 3.71; and (c) visual communication aspect 3.77; 2) Validators of material experts and teachers, namely: (a) aspects of learning objectives 4; (b) aspects of learning materials 3.95; (c) aspects of learning methods 3.5; (d) aspects of learning resources 3.5; and (e) aspects of learning activities 3.75. From this assessment, it can be concluded that the developed learning media has a good predicate and is suitable for use in the learning process
Virtual reality (VR) is a technology that can create a simulation of real objects in a virtual environment more interactively. In terms of budget, VR devices can be categorized into low budget and high end. However, both of them can still carry out the same interactive simulations, such as educational games. This research aims to develop an educational game based in low-budget VR environment for learning computational thinking (CT), one of the 21st century skills that students need to learn. The method used is Design and Development Research (DDR) that consists of five stages: analysis, design, development, testing, and evaluation. Participants involved in this study are 30 students of vocational school (SMK) majoring Computer and Network Engineering. Evaluation conducted through Technology Acceptance Model (TAM) framework that consists of perceived usefulness (PU), perceived ease of use (PEU), attitude toward using (ATU), and intention to use (ITU). Based on the data obtained and the analysis performed, the Cronbach’s alpha score of PU and PEU were 0.714 and 0.614, respectively. Meanwhile, the Cronbach’s alpha score of ATU and ITU were 0.754 and 0.882, respectively. PU and PEU are positively correlated with ATU, while ATU is also positively correlated with ITU. It means that the ease of use of the application and the usability aspects of the developed application have a positive effect on user attitudes. This positive behavior is also positively correlated with the intention to use it again on another occasion. Thus it can be concluded that this educational game based in low-budget VR environment can be used for learning CT. It can be seen from the analysis and some positive comments from students, like participants wish they can use this learning approach in the other subject.
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