Tujuan kajian ini adalah untuk mengembangkan laboratorium virtual dalam meningkatkan keterampilan dalam praktik di lab tanpa memerlukan bantuan pendamping dan tidak terikat dengan waktu dan tempat, dan memfasilitasi pendidikan karakter bagi siswa. Virtual laboratory terdiri dari beberapa bagian yaitu: pre-test, post-tests, tugas-tugas, tutorial, simulasi, dan bahan-bahan laboratorium. Learning lab dikembangkan di dalam mata pelajaran produktif dan didukung oleh authoring tools. Virtual labs harus interaktif, dinamik, animatif, tidak membosankan dan didukung oleh keinginan pengguna untuk belajar dan memahami matapelajaran produktif. Laboratorium virtual digunakan untuk meningkatkan kompetensi siswa sekolah kejuruan dalam arti kognitif, psikomotor, dan karakter siswa. VIRTUAL LABORATORY DEVELOPMENT FOR PRACTICUM AND FACILITATING CHARACTER EDUCATION IN VOCATIONAL HIGH SCHOOLAbstractThe purpose of this virtual laboratory is preparing students to improve skills in laboratory practice without the need for escort assistance and are not bound by time and place and facilitate the character education for the student. Virtual laboratory consists of pre-test, posttests,Assignment, tutorials, simulations and lab materials. Learning lab was developed in productive subjects are supported by the software authoring tools. Virtual labs are interactive, dynamic, and animatif, not boring and can to support the user desires to learn and understand course productive material. Virtual laboratory to improve the competence of vocational students in terms of cognitive, psychomotor, and character of the students.
Tujuan penelitian ini adalah untuk mengetahui: (1) proses pengembangan Augmented Reality (AR); (2) desain model AR; (3) penerapan teknologi AR; dan (4) hasil pengembangan AR yang dapat dijadikan sebagai penunjang metode pembelajaran di SMK untuk implementasi kurikulum 2013 dapat memenuhi kriteria valid, praktis, dan efektif. Penelitian ini merupakan jenis penelitian pengembangan. Pengembangan perangkat lunak yang berupa aplikasi AR ini dilaksanakan dengan pendekatan engineering yang tahapannya adalah: analisis, desain, implementasi, dan evaluasi. AR diintegrasikan dengan Kurikulum 2013 menggunakan modul yang berkaitan dengan kaidah-kaidah yang ada dalam pembelajaran saintifik. Penilaian AR melibatkan ahli media dalam proses aplikasi dan penerapannya pada mata pelajaran elektronika Dasar. Penilaian terhadap media terdiri atas aspek: (1) tampilan augmented reality (audio visual) dikategorikan sangat baik; (2) aspek AR dikategorikan sangat baik; dan (3) aspek pemrograman dikategorikan sangat baik; (3) penilaian ahli materi terhadap aspek isi dikategorikan baik; (4) aspek desain pembelajaran dikategorikan sangat baik. Pengembangan teknologi AR untuk mata pelajaran produktif di SMK khususnya dalam pelaksanaan kegiatan pembelajaran dengan metode scientific approach dapat memenuhi kebutuhan peningkatan keterampilan siswa, kognitif, dan afektif siswa serta menjauhkan siswa dalam memahami suatu hal yang abstrak dan kompleks.Kata Kunci: Teknologi Augmented Reality, Pembelajaran, Kurikulum 2013. DEVELOPING AUGMENTED REALITY TECHNOLOGY AS A METHOD OF STRENGTHENING AND LEARNING METHOD SUPPORT FOR IMPLEMENTATION OF CURRICULUM IN SMK 2013 AbstractThe study aimed to know: (1) the process of Augmented reality (AR) development; (2) the model design AR; (3) the application of technology AR; and (4) the result of development AR that can become as learning method in smk for the implementation of K 13 in SMK, can fulfill the valid criteria, practice, and affective. This research is developmental research. The development of software, it is a augmented reality application, do by the engineering approach where the step such as: design analysis, implementation, and evaluation for integrated augmented reality with Curriculum 2013, in this research create a handbook, relate to the instruction of scientific learning, augmented reality criteria involved an expert of media in a process of application, for subject basic electronic. Standard criteria of media consist of some aspect; (1) the display of augmented reality (audiovisual) was categorized excellent; (2) AR aspect was categorized very good; (3) program aspect was categorized very good. The standard criteria from the expert to the content aspect get the score 4,46 or good, while for learning aspect design get the average score 4,62 or very good. The development of augmented reality technology for productive subject in SMK especially in learning with scientific approach method can fulfill the need of student skill, the students cognitive and affective, and apart the students in understanding an abstract and complex.Keywords: Augmented Reality Technology, Learning, Curiculum 2013
Flooding is a common problem that occurs in some regions of Indonesia, including Makassar city. In the planning of flood control, rainfall variables are very necessary as the frequency, intensity and duration of rainfall. The relationship of these variables can be expressed in a curve Intensity-Duration-Frequency (IDF). The objectives of this study are to identify the best fitting distribution of rainfall data of Makassar city and also to model the relationship between rainfall intensity, rainfall duration and rainfall frequency that is described through IDF curves. The annual maximum daily rainfall data from Ujung Pandang rainfall station of Makassar is used in this study for the period 1986-2015. Data collection was performed at the Department of Water Resources Management in South Sulawesi province. Five distributions which are considered are Gumbel, Generalized Extreme Value (GEV), Generalized Pareto (GPA), Generalized Logistic (GLO) and Pearson type III (P3) distributions. The study result found that the probability distribution of rainfall data in Makassar city has a generalized extreme value distribution. Meantime, based on IDF curves shown that the longer the rainfall duration, the rainfall intensity decreases for various return periods. The results of this study are expected to be valuable information for designers of water management.
Kucing merupakan salah satu hewan yang popular di kalangan masyarakat, bentuk fisik yang lucu dan tingkah yang menggemaskan merupakan salah satu alasan yang membuat banyak orang menyukai hewan peliharaan yang satu ini. Seiring perkembangan zaman, memelihara kucing mulai menjadi gaya hidup dari masyarakat baik itu kucing lokal maupun kucing non-lokal mulai dari anak-anak hingga orang tua.Untuk mengatasi masalah yang ada, maka dibuatlah perancangan pada sistem pakar untuk mendiagnosa penyakit parasit pada kucing. Sistem pakar merupakan system yang dirancang untuk dapat menirukan keahlian seorang pakar atau ahli dalam menjawab pertanyaan dan memecahkan suatu masalah. Tujuan utama sistem pakar yaitu untuk memasyarakatkan atau memindahkan secara efektif pengetahuan dan pengalaman para pakar kepada mereka yang bukan pakar. Dalam pemecahan masalah pemakai berdialog dengan pakar. Sistem Pakar dibangun dengan menerapkan Metode Certainy Facor.Dengan membangun sistem ini dapat membantu para pakar atau masyarakat untuk lebih mudah mendiagnosa penyakit parasit pada kucing dengan beberapa gejala yang terjadi pada kucing.
This study aims to facilitate learning, therefore all existing technologies and educational technology products must be selected and built on the needs analysis of a particular learning environment. E-health learning media is an Androidbased Application. As we know that Android is one of the most widely used mobile platforms in the world with operating system based on open source. E-Health or Electronic Health is the use of information and communication technologies including electronics, telecommunications, computers and informatics to process various types of medical information, to perform clinical services (diagnosis or therapy), administration and education. As an education provider in the field of health, Vocational School of Health (SMK Kesehatan) feels obliged to participate in equipping their graduates with life skills in integrity, which combine generic and specific potency, to solve and overcome life problem. Life skills possessed by each graduate will include: Personal Knowledge, Rational Thinking Skills (Vocational Skills) and Vocational Skills. Implementation of digital literacy in SMK is expected to encourage students. One of the learning media that can be used through digital literacy is through the utilization of Androidbased applications. Results of Media Assessment of E-health application obtained average score 4.47 (Very Good).
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