The aim of the study was to develop Gravity comic learning media based on Gorontalo culture for V grade Elementary School students. The type of the research was developmental referring to the design of 4-D model according to Thiagarajan, Semmel, and Semmel (1974) which consisted of 4 stages; define, design, develop and disseminate. The results of this study indicated that the developed gravity comic are valid and could increase students’ responses to learning. This cultural-based comic introduces Gorontalo regional cultures. The percentage of the students’ active participation was 93.27% for limited trial and the average students’ active participation in field trial was 94.94%. The students’ learning result gave 86.75% of classical completeness data for the limited test class, while the field test class obtained an average percentage of 87.37%, and categorized as very good. Therefore, the developed Comic of Gravity materials was declared valid, practical and effective. In sum, it would be useful for science learning process in grade V of Elementary School.
Lack of students’ attention and interest to learn influence the learning process within the class. Thus, their learning achievement decreased. This study aims at designing a motion graphic, video animation learning media in Indonesian history subject. This study uses research and development method based on the modified research model developed by Borg and Gall with five stages model namely, needs analysis, media design, product development, evaluation and product trial, and final product. This study reveals that the average pretest score before the implementation of the learning media is 57.60, whereas the average posttest score after the motion graphic, animation video learning media implementation is 79.20. The fitness of the media feedback from the media experts’ score is 88% with very appropriate criteria. In addition, the material expert gives a score of 89% for the media appropriateness with very appropriate criteria, and users’ (students) feedback on the media is 87.9% with very appropriate criteria. It is concluded that the designed motion graphic, animation video learning media for Indonesian history subject positively influences students’ learning achievement and is appropriate to be applied in Indonesian history subject.
Institutions are currently progressing on IT development and maximization in order to advance for good IT governance. Lack of comprehensive requirements analysis of IT utilization may lead to hindrances within IT development from achieving effective outcomes. This quantitative study employs control objective for information & related technology (COBIT 5) business framework to assess and identify the maturity level of IT service, primarily within the domain of delivery, service, and support (DSS). Data were obtained through questionnaire, observation, and documentation. The result reveals that the average maturity level of IT service is in level 3 (established); by which the study recommends for enhancements and upgrades in IT performance and service within the scope of compliance and IT service application and support.
This paper discusses the framework of IT (Information Technology)
E-learning is currently a fast-developing learning method. Interactive multimedia technology, which combines computer technology, video, and audio, is needed to support this e-learning system. The objective of this study is to develop e-learning content based on interactive multimedia to support the effectiveness of a learning system. SDLC (System Development Life Cycle) method with the waterfall model was used in this study. The output of this study is developed e-learning with additional content that utilizes interactive multimedia features, H5P, and iSpring. Through this system, the teacher can create content improvement in the learning model. The system provides various learning sources and activities to support a more interactive teaching and learning process. This e-learning can ease students in understanding the materials and motivates them in learning through this multimedia learning media.
In this era of globalization, an organization needs to adapt to the competitions in order to maintain its existence. However, information technology (IT) governance development and application is sometimes not effective, which consequently ends as a failure. Such extent is attributable to lack of thorough analysis of organizational needs, particularly, in the scope of organizational culture. In this regards, this study attempts to carry out the contributions of organizational culture aspect to the development of IT governance. Good strategies of IT governance are ordinarily well applied in most organizations. The organizations, in fact, struggle to find a proper framework or model of IT governance with their characters. A quantitative method through document study and questionnaire. The data were obtained through The Organizational Culture Assessment Instrument (OCAI) questionnaire with 450 respondents. The importance of organizational culture towards the application of IT governance that an organization can decide a suitable model of development with the organization goals. The role of organizational culture is crucial for the leader, as one key factor of success in IT governance, in formulating harmonious strategies of IT utilization policy with business strategy. Furthermore, it also acts as a recommendation for organizations to design better IT governance which is suitable for organization strategies and vision.
Community empowerment can occur if the community itself can improve its own situation/condition and participate in becoming a reformer/motor driving agent in development. The goal that wants to be achieved in this activity is the realization of independent villages that uphold the local wisdom of the community as active participatory actors in an effort to improve the creative economy of the community. Special targets of activities, namely: (1) the increase in awareness of community business, especially in increasing agricultural activities and local culture of the community, (2) the improvement of the knowledge and skills of household businesses that are managed independently by utilizing natural resources. This method of activity is a workshop in the form of socialization, training and mentoring in the community intensively so that it achieves all the expected targets and outsiders, and through the implementation of this activity can improve the creative economy of the community.
Rendahnya hasil belajar siswa dapat dikarenakan adanya beberapa faktor seperti proses pembelajaran yang berlangsung serta pemilihan metode pembelajaran. Rendahnya tingkat prestasi hasil belajar siswa juga dipengaruhi oleh siswa yang merasa bosan dalam menerima materi dan tergolong pasif di kelas. Upaya meningkatkan hasil belajar siswa ini dengan menerapkan metode pembelajaran mind map. Tujuannya adalah mengukur pengaruh metode pembelajaran mind map pada mata pelajaran komputer dan jaringan dasar terhadap hasil belajar siswa. Metode yang digunakan adalah kuantitatif dengan Quasi Experimental. Hasil pengujian hipotesis menggunakan uji-t dengan separated varian, menunjukkan bahwa pada taraf signifikan 0.05 dengan diperoleh Thitung 7.65 > Ttabel 1.672, maka H0 ditolak dan H1 diterima. Hal ini menunjukkan bahwa terdapat pengaruh penggunaan metode pembelajaran mind map terhadap hasil belajar dengan hasil aspek afektif dari kedua kelas dikategorikan baik, rata-rata kelas eksperimen 76% sedangkan pada kelas kontrol 69.17. Low learning outcomes can be caused by several factors, such as learning processes and learning methods. Another contributing factor worth considering is the student boredom and passiveness in the class. On that ground, the present study was aimed at applying a learning method called mind map method in the subject of computer and basic network; it focused on examining the extent to which the learning method contributed to the student learning outcomes. This quantitative research relied on a quasi-experimental approach. The hypothesis was examined using a t-test with separated variants. According to the result of the test, t-count (7.65) was greater than t-table (1.672), with a significance level of 0.05. In other words, H0 was refuted and H1 was accepted. This result further indicated the significance of the mind map method to the learning outcomes. It was shown that the affective aspect of the learning outcomes of both the experimental group and control group fell under a good category, with a percentage of 76% and 69.17%, respectively.
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