Penelitian ini bertujuan untuk menganalisa seberapa efektif pengembangan e-learning dan virtual laboratorium pada perguruan tinggi. Karena selama ini mahasiswa kesulitan dalam mencari referensi kuliah dan disamping itu proses pembelajaran tidak dapat dimonitoring oleh institusi serta tidak tersedianya Media yang digunakan untuk mendukung Matakuliah praktikum di laboratorium. Metode yang digunakan dalam penelitian ini adalah penelitian dan pengembangan dengan lima langkah diantaranya a. Melakukan analisis produk yang akan dikembangkan b. Mengembangkan produk awal c. Revisi d. Uujicoba lapangan skala kecil dan revisi produk e. Uji coba lapangan skala besar dan produk akhir. Untuk mengukur efektifitas elearning digunakan Technology Acceptanced Model (TAM) dengan menggunakan 2 faktor diantaranya a. factor usefullnes (pengguna yakin bahwa kinerjanya akan meningkat dengan menggunakan sistem ini) dan b. ease of use (pengguna yakin bahwa penggunaan sistem ini akan membebaskannya dari kesulitan). Untuk menganalisa seberapa efektif dari penggunaan e-learning dan laboratorium virtual maka peneliti menggunakan sampel dengan 20 dosen sebagai responden. Dari hasil penelitian yang dilakukan dapat disimpulkan bahwa 92% responden dosen menyatakan setuju dan efektif terhadap elearning dan laboratorium virtual yang dikembangkan.
This research is aimed at measuring experts' validation on the use of LMS by Senior High School and Vocational High School teachers in West Sumatera in online learning. The researchers used two validators as the experts in e learning who had done many researches in e learning. Indicators of construct validity were adopted from Gendon Barus, with 16 aspects of instrument quality. The aspects were used to asses each item in the instrument. Data were collected through questionnaire. Then they were analyzed quantitatively by using Aiken's V. Result showed that the construct validity of the instrument is .712 with the V is .712 > .600. Based on the result, the researchers conclude that instrument is valid so that it can be used in investigating the use of LMS by the teachers.
Everyone should prioritize their education extremely highly. A person's mindset can shift for the better due to it. E- learning makes it easier for teachers to provide learning materials and for students to access learning materials. The resear ch objective revealed in this study was to develop e-learning with Moodle as a learning medium that can be done and accessed whenever and wherever. E-learning can be done and accessed whenever and wherever. Several kinds of studies on development. The end goal of development research is either the creation of brand-new items or the improvement of current ones. Developing, designing, and evaluating research are all part of the research process. This particular research utilized a total population of 65 students, of which only 30 were randomly selected to participate in the sample. According to the research findings, the validity of the moodle-based E-Learning Platform Validity Test based on material expert validation was determined to be 0.78 percent, while the validity of the test based on media validation was found to be 0.96 percent. Based on these findings, it is possible to conclude that the e-Learning platform might be implemented in vocational high schools.
The perkumpulan alam hijau (A-HI) is a form of non-formal education that organizes various training activities and is located in Jambi City. One form of training held is infographic video-making training. So far, the training activities given to students are the delivery of material through power points. The final results of the training activities provided by delivering material through power points are not optimal. Therefore, it is necessary to carry out media development solutions in the delivery of training materials using adobe flash premiere cs6. This study aims to develop a medium for delivering material for making infographic videos based on adobe premiere cs6 using the analysis, design, development, implementation, and evaluation (ADDIE) model. The results showed that the training material for making infographic videos using adobe premiere cs6 was effective as shown by the results of an assessment conducted by multimedia experts based on three aspects, namely display, operation, and interaction. The percentage of the results of the assessment of the three aspects is 91%, with the highest percentage being in the operational aspect at 93% and followed successively by the interaction aspect (92.20%), and the display aspect at 87.40%. Meanwhile, the assessment carried out by the training participants was seen from four aspects, namely benefits, appearance, interaction, and independent learning. The percentage of the four aspects of an assessment is 88.10% with the largest percentage being in the interaction aspect, which is 92% and the lowest percentage is in the independent learning aspect, which is 80%.
This study aims to find out the results of expert validation on Mobile Learning Management System (M-LMS) in the subjects of Human and Computer Interaction at university. Mobile Learning Management System (M-LMS) is developed in order to create more dynamic communication between lecturers and students. Learning management system is a model and system that runs an administration which serves as an e-learning platform, which delivers and manages content, identifies, assesses, tracks progress, collects and presents data to monitor the learning process as a whole. The development procedure of this research uses Borg and Gall which is simplified into five stages as follow: (1) Conducting product analysis that will be developed, (2) Developing the initial product/ prototype, (3) Expert validation and revision, (4) Small scale field trial and product revision, (5) Large-scale field trials and final products. The stage of expert validation on Borg and Gall method is done at the third stage, namely the stage of expert validation and revision. This study produces a valid mobile learning management system (M-LMS) software for the course of Human and Computer Interaction.
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