People now trying to maximizing function of Virtual Learning Environment. Virtual Learning Environment, not only as a place to help learning system but now has become a place of learning itself. But with the change of the learning system, teacher now have difficulty to monitor the activity of the student and the learning material. Although there is data that is considered capable become a benchmark for students and the interaction with Virtual Learning Activity. This paper will make a data prediction using Naïve bayes and C4.5 Algorithm using the Web History data and the sum of webpage interaction of the students in Virtual Learning Environment.
<p style="text-align: justify;">This study discusses students’ responses and perceptions on the e-book of Local History of West Java (Indonesia) developed by the researchers. It uses a Research and Development approach and experimental method. Data collection techniques used in this study are observation, interviews, and focus group discussions with interactive model data analysis. The research subjects were students and teachers of high schools in West Java. They were taken as the subjects as they can represent the region. The History E-book is, however, published on ebooksejarah.id page while the system was developed by using SDLC (Software Development Life Cycle) Waterfall model. The results of the study indicate that the components of the e-book on the aspects of the materials, presentation, and completeness are overall suitable to be used by students. The materials are considered to be still inapplicable and not contextual. Further, they are still lack of latest issues as well as photos/illustrations. The study of student responses on the e-book reinforces that the zoomers (those belong to Generation Z) prefer to digital learning media because their social life belongs to the online world. Local history e-books should better adapt to the learning style of Generation Z, who prefer visuals and hands-on experiences to reading texts. Thus, e-book development needs to be equipped with various learning media in short audios and video explainers, animations, and infographics.</p>
This article reveals the differences in the development of social values through outdoor educational activities (OE) equipped with structured and unstructured games by looking at gender factors. OE activities were conducted in Parongpong and Gunung Artapela, West Bandung West Java Indonesia, followed by 32 students divided into two groups. With a simple 2 x 2 factorial design, the first group was given an OE activity equipped with a structured game and a second group of unstructured games, amounting to 16 people per group. Before and after following OE each sample filled out a questionnaire about the development of social values (environmental care, self-control, communication, and cohesiveness). Gain scores are used to test the hypotheses of the questionnaire after and before following the OE through ANOVA and Tukey. The results are: firstly, there is no overall difference in the effect of OE equipped with structured games with unstructured development of social values; Secondly, there is an interplay between the game model in OE with gender so as to give different effects on the development of social values; Thirdly, there is a difference of influence between OE and structured game with unstructured development of social values in the male gender group, OE equipped with better structured game than unstructured game; Fourth, there is a difference in the effect of OE with unstructured game structured to the development of social values in women's gender groups, OE activities with unstructured games better than structured. OE activities require the right type of game according to their gender. Equips OE with structured games suitable for men and unstructured for women.
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