The advantage of computational tools over human brains is the speed, but the initiative ability of human brains is not owned by computational tools. The perfect combination of thinking and computing lays the foundation of science and gives birth to a series of achievements in technology. The introduction of technology through the subjects of Information and Communication Technology (ICT) in schools nowadays is just limited to using the applications. Computational thinking gives knowledge that builds structural thinking, critical power, and creativity by learning the computing process itself. These are what people need to enhance digital literacy. The way to learn it could be in many strategies. CS Unplugged was used in this research to deliver computational thinking in a simple way related to minimum infrastructure in the remote area for the children at elementary schools. Some activities were done as kinaesthetic learning in certain topics of CS Unplugged. This kind of method does not need some computer devices to get children closer to computer science. A challenge was given to assess the ability of ICT learning which is computational thinking. The children show their enthusiasm for learning, proved by their final score in a challenge. The children’s score significantly improved in learning ICT by using CS Unplugged.
Pembangunan ketangguhan bencana merupakan strategi untuk kesiapan bencana. Ketangguhan masyarakat, dalam istilah sosiologis, adalah kemampuan komunitas atau sosial unit untuk menahan guncangan eksternal, seperti bencana, terhadap infrastrukturnya. Peningkatan inkremental dalam ketangguhan dapat secara signifikan meningkatkan kapasitas komunitas untuk mempersiapkan, menanggapi, dan memulihkan diri dari bencana. Kecepatan komunitas dapat memobilisasi dan menggunakan sumber daya selama dan setelah bencana sangat tergantung pada kemampuannya untuk beradaptasi dengan perubahan. Kekuatan jejaring sosial adalah faktor utama yang akan membangunkan dari keterpurukan pasca bencana. SNA (Social Network Analysis) merupakan suatu teknik untuk memetakan dan mengukur relasi dan komunikasi yang terjadi antar manusia, kelompok, organisasi, komputer ataupun entitas yang memproses suatu informasi. SNA dapat diterapkan selama semua fase siklus bencana. Adopsi SNA memiliki potensi untuk merevolusi cara organisasi dan masyarakat berfungsi secara umum, dan mempersiapkan dan menanggapi bencana secara spesifik.
Language repository is valuable as a reference in using the language, its preservation, and in developing and implementation of natural language processing algorithms. Bahasa Indonesia is one of natural languages that hardly has repository despite its large number of speakers and previous attempts to build ones. We devised a way to develop repository of phrase definition in Bahasa using a kind of crowdsourcing and investigated its implementation. An application add-on was inserted to an information system that manages final year projects of undergraduate students. The add-on invites students to participate in writing keyword definition and validating definition. Investigation in a period of six months reveals that about 25% of application users take parts into the voluntary activities either as definition writers and/or validators. During the period, about 1200 phrase definitions were added into the repository and in average each definition is validated by two participants. The activity is supported by users that are well aware of the tasks, and have positive perception about the work, despite different reasons that motivate their contribution.
Computational Thinking (CT) has been defined as an important skill that supports digital literacy in the industrial revolution 4.0. Computatiomal Thinking contained in the informatics curriculum is classified as local content for several formal schools. Four key techniques (cornerstones) to Computational Thinking consist of abstraction, algorithm, decomposition and pattern recognition, are very important in the processes involved in formulating problems and the solutions so that the solutions are represented in a form that can be effectively carried out by an information-processing agent The research started by analysis, design, development, implementation and evaluation in series and give each other feedback to create an interactive learning media. The subjects of this study were students of grade IV and V of elementary school as great starting point for starting digital literacy as early as possible. Data collection techniques in this study are by observation, questionnaire, pre-test and post-test. The data analysis technique used was calculating the percentage of feasibility from the results of the questionnaire. The result is the use of CT learning media able to improve student’s understanding of CT in problem solving. The respondents could find the concept by themselves, analogically they can apply to similar problem. This is evidenced by the result of the post-test in similar questions from the pre-test. The respondents finally learnt how computer works, and this is important as basic creativity to improve digital literacy.
Sebagian besar dari kita tidak tahu mengenai apa yang membuat smartphone, laptop, social media, dan video game kita dapat berjalan. Pengetahuan pemrograman dasar atau coding dapat mengubah cara kita berinteraksi dengan teknologi yang kita gunakan setiap hari, dan dapat membuka mata kita pada kemungkinan pengkodingan yang tak terbatas. Setelah melakukan observasi di Sekolah Dasar Al-Azhar Syifa Budi Solo, sekolah memberikan pembelajaran Coding kepada para siswa yang merupakan tanggapan dari kemajuan teknologi informasi di masa kini, melihat dari para siswa yang telah mengenal gadget, games, bahkan apps, sekolah merasa perlu adanya penyaluran ketertarikan para siswa terhadap kemajuan teknologi dengan memberikan pembelajaran Coding for Kids. Dengan adanya program pembelajaran Coding ini anak akan memiliki kemampuan computational thinking, Complex Problem Solving, Limitless Imagination dan Creativity. Dengan kemampuan computational ini anak dapat mengkomunikasikan pikiran dengan cara logika dan terstruktur, seperti instruksi yang diberikan ke komputer, sehingga nantinya dapat digunakan untuk memecahkan masalah dengan bantuan teknologi yang didasari oleh computer.
Penelitian ini bertujuan untuk mengetahui pengembangan, kelayakan dan keefektifan Moodle sebagai media pembelajaran terintegrasi dengan sistem konvensional untuk mata pelajaran Simulasi Digital kelas X di lingkungan SMK Muhammadiyah Kartasura Sukoharjo. Metode penelitian yang digunakan adalah metode Research and Development (R&D) dengan menggunakan model pengembangan waterfall. Pengembangan Moodle sebagai media pembelajaran untuk mata pelajaran Simulasi Digital melalui tahap abalysis, design, implementation, testing, dan maintenance. Pengumpulan data dilakukan melalui tes dan non tes. Teknik analisis yang digunakan adalah kelayakan.. Hasil penilaian ahli media dikatakan sangat layak dengan rata-rata keseluruhan mendekati 100% dan penilaian dari ahli materi termasuk kategori sangat layak dengan rata-rata keseluruhan 95,4%. Berdasarkan hasil uji Mann-Whitney U Test diperoleh sig (2-tailed) sebesar 0,00, jika sig < 0,05 maka H0 tidak diterima dan Ha diterima yang artinya ada perbedaan hasil belajar dari peserta didik sebelum dan sesudah menggunakan media. Berdasarkan hasil penelitian Moodle sebagai media blended learning pada mata pelajaran simulasi digital dinyatakan layak digunakan untuk meningkatkan pemahaman dan hasil belajar peserta didik.
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