Digital competence is a competency that must be possessed by teachers in the digital era. However, this skill turned out to be a big obstacle during the covid-19 pandemic. Many teachers have not been able to take advantage of technology, so in learning, there are still those who rely on WhatsApp as a learning tool. Elementary school teachers in Cisauk District who are members of PGRI (Persatuan Guru Republik Indonesia) reported that student learning outcomes during the covid-19 pandemic were no better than before and they realized that students were less motivated. The purpose of this community service activity is to improve the knowledge and ability of teachers in Cisauk District in using Quizizz. This activity was held in virtual training for 46 teachers and school principals. The methods used are discussion, demonstration, assignment, monitoring, mentoring, and evaluation. The teacher is given the task of making a Quizizz and testing it for their students in class. Teachers are also accompanied and guided in completing assignments. From the results of the training, teachers showed an increase in knowledge and skills using Quizizz. Quizizz also has a positive response from students.
Tourism destination managers need information systems necessary for tourism destination managers to optimise the ecological, economic, and socio-cultural monitoring functions. This study aims to develop a management information system known as SIMANGROVE based on the context of managing mangrove areas in Dodola Island of Morotai Island Regency, Indonesia. The system design is carried out using the Software Development Life Cycle (SDLC) framework through the Waterfall approach. The analysis of the concept of mangrove ecotourism is adjusted to the availability of resources classified into accessibility, accommodation, attractions, and amenities on Dodola Island. The research of analysis and design of SIMANGROVE show that the ease of use of the application (usability), quality of information (information) and user security (security) are essential elements that benefit managers and visitors when accessing data as well as making reservations and transactions in the SIMANGROVE system.
Abstrak:Penelitian ini bertujuan mengujicobakan kelayakan CD multimedia yang berjudul “Meningkatkan Kemampuan Menulis Paragraf†untuk mahasiswa perguruan tinggi. Ujicoba kelayakan ini mencakup pemahaman mengenai konsep paragraf, proses penulisan, dan kualitas desain multimedia. Responden penelitian ini adalah lima belas mahasiswa Fakultas Ekonomi, Unika Atma Jaya. Data dikumpulkan dengan cara observasai, pengisian kuesioner, dan diskusi kelompok berfokus (FGD). Data dianalisa secara deskriptif kualitatif. Dari ujicoba ini ditemukan bahwa setelah belajar dengan alat bantu multimedia, responden lebih memahami bagaimana menulis paragraf secara efektif. Namun demikian, mereka masih perlu berlatih menggunakan transisi pengait antarkalimat yang menghubungkan satu gagasan dengan gagasan berikutnya. Responden juga mendapat pengalaman baru dan menyenangkan sebagai teman sejawat di antara mereka yang dapat saling memberikan koreksi dan umpan balik. Dalam hal desain, ditemukan bahwa jenis huruf, warna teks, waktu perpindahan antarslide, serta musik pengiring dalam CD multimedia ini perlu direvisi.Kata kunci: multimedia, paragraf, teman sejawat, koreksi, umpan balikAbstract:This study aims to carry out a feasibility trial of multimedia-based learning content “Improving Paragraph Writing Competency†for university students. The feasibility includes the understanding on the concept of paragraph, writing process, and the multimedia design quality. Respondents of this study were fifteen students at Faculty of Economics, Atma Jaya Catholic University. The data were collected through observation, questionnaire, as well as focus group discussion, and they were analyzed by using qualitative descriptive method. This study found that after studying by multimedia-based learning content, respondents understood more on how to write effective paragraph. However, they still just need some exercises on how to use transition words to connect one idea in a sentence to another idea in the following sentence. The students also had a new and interesting experience in which they became peers and gave each other correction as well as feedback. Regarding to the design, the multimedia-based learning content still need some improvement in terms of letter type, text color, transition-slide timing, and background music.Keywords: multimedia, paragraph, peers, correction, feedback
Quizizz and Kahoot! are well-known online game-based learning platforms that can be integrated into any lesson irrespective of the educational level. This study aims to uncover the experience of students and teachers of an elementary school using Quizizz and Kahoot! after the teacherstake the workshop. Data were collected through focus group interviews using zoommeetings and WhatsApp open-ended questions. This study revealed that teachers and studentspreferred Quizizz to Kahoot! However, the teachers will use both games to create a different atmosphere. The games help teachers to engage students to participate in class. Some of the issues associated with using these game-based learning platforms are network access, quota availability, and reliance on parents for their mobile devices.
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