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.
Penelitian ini bertujuan untuk merancang dan menganalisis kebutuhan basis data toko online Haransaf menggunakan konseptual data warehouse. Analisis kebutuhan basis data ini mengambil subjek penelitian toko haransaf yang bergerak di penjualan barang berupa baju khusus wanita. Owner toko dalam wawancara kesulitan dalam pembukuan barang pembelian stock dan pembukuan penjualan barang. Buku catatan dan file excel pembukuan yang sering tercampur dengan file lain sehingga sulit mencari data transaksi yang telah berlalu, oleh karna itu dibutuhkanlah sebuah sistem pengelolaan yang dapat medata transaksi yang ada di toko Haransaf mengenai pembelian dan penjualan barang. Langkah perancangan sistem manajemen toko ini melalui analisis perancangan basis data Melalui manajemen sitem tersebut pengguna khususnya owner toko dapat memperoleh kemudahan dalam mencari informasi, menyimpan informasi dan membuang informasi. Dalam perancangan database ini menggunakan model konseptual data warehouse yang menghasilkan star schema. atribut tabel yang didapat diperlukan pengkodean khusus untuk id owner, id karyawan, id produk, id costumer dan id supplier serta terdapat perbedaan antara skema star pembelian dan penjualan dalam hasil analisis. Perancangan basis data warehouse dapat dihasilkan data yang terstruktur dan terintegrasi sehingga bisa menjadi masukan bagi pemilik toko dalam proses pengambilan keputusan
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).
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.
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