This study used a case study methodology to find out and collect information relating to the use of Google Classroom in learning in previous research articles. Based on the results of the information obtained are made in the form of table with the aim to determine the effectiveness of the use of Learning Management System based on Google Classroom in learning and the feasibility of Learning Management System based on Google Classroom as a learning media.Data from previous research results that have been obtained can be concluded that learning used Google Classroom is very effective,, because Google Classroom gets a lot of positive responses from students and other users. The feasibility of Google Classroom as a learning mediashows of excellent validation results, so it can be said to be feasible as a learning media.
This research aims to determine the coefficient of restitution in object experiencing partially elastic collision when the object falls free using the phyphox application on smartphone. In terms of experiment, this experiment was carried out five times with different temperature. The smartphone is connected on PC through the same wifi network or using tethering by entering the search address that available on phyphox application. After that, the smartphone placed on the board that used as a base when the object dropped, then the object released from the certain height. Data collecting process started by running the phyphox application through a PC to collect the measurement data. The data collected on smartphone is exported to Ms. Excel to fit the data and then the results are plotted in graphical form. The result of the analysis shows the coefficient of restitution value of the object that had variations based on experiment with each temperatures at 32 oC, 28 oC, 24 oC, 20 oC 18 oC and the coefficient of restitution values are 0.889 ± 0.006, 0.890 ± 0.008, 0.891 ± 0.003, 0.892 ± 0.003 and 0.893 ± 0.003. The result of research shows that the lower of the temperature so theres increasing on the coefficient of restitution. So that the coefficient of restitution has avarage’s value is 0.891±0.002. Keywords: coefficient of restitution ,smartphone, phyphox application
Penelitian ini bertujuan untuk menganalisis manfaat penggunaan aplikasi whatsapp sebagai media informasi dalam pembelajaran. Metode yang digunakan yaitu kualitatif dengan pendekatan studi literature review. Jumlah artikel yang dijadikan literature yaitu sebanyak 25 artikel, diambil dari tahun 2021 sampai dengan 2022, dan terindeks database nasional dan internasional. Artikel dalam kategori jurnal terindeks database nasional terdiri dari 1 jurnal terindeks Science and Technology Index (SINTA) peringkat 2 atau S2, 2 jurnal terindeks S3, 7 jurnal terindeks S4, dan 4 jurnal terindeks S5. Sedangkan dari kategori jurnal internasional sebanyak 11 jurnal. Hasil analisis data menunjukkan hampir semua menyatakan manfaat yang baik dalam penggunaan aplikasi whatsapp sebagai media dalam pembelajaran. Beberapa hasil yang diperoleh dari pemanfaatan aplikasi ini dalam pembelajaran diantaranya, menambah minat siswa, nerangsang dan memotivasi siswa dalam belajar, membuat proses belajar mengajar yang menyenangkan, hasil belajar yang baik, pembelajaran cenderung lebih efektif, dan pembelajaran lebih feleksibel dan tidak kaku. Kesimpulan dari hasil penelitian yaitu di era pandemi saat ini bahwa sistem pembelajaran online harus menggunakan cara yang tepat dan media yang nyaman tanpa mengurangi kualitasnya.
The face constitutes a research subject for analyzing human facial expressions, as it can provide insights into an individual's emotions. Facial expressions are identified through changes in key facial features such as the eyes, eyebrows, mouth, and forehead. The field of education has witnessed rapid technological advancements, especially in light of the pandemic. Consequently, the need for the development of technology has become increasingly pressing. This study aims to evaluate the accuracy of Lobe software in analyzing human facial expressions. The sample population for this research comprised students from IKIP Muhammadiyah Maumere, Indonesia, with a sample size of 19 selected using a simple random sampling method. The results of the analysis showed that the accuracy of the software was pretty good, with a score of 90% for each category of neutral, sad, happy, and angry faces. The questionnaire data analysis yielded a score of 84%, which is only 6% lower than the score achieved through the students' self-reporting, implying an error rate of less than 10% if validated.
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