ABSTRAKPortal E-learning SMK Negeri 1 Manggis adalah sebuah sistem yang dibuat untuk membantu serta mendukung proses pembelajaran baik pemberian materi maupun tugas secara online. Dengan adanya portal e-learning ini diharapkan dapat meningkatkan kadar interaksi pembelajaran antara peserta didik dengan guru karena memungkinkan terjadinya interaksi pembelajaran dari mana dan kapan saja. Selain itu, melatih siswa lebih mandiri dan aktif dalam mendapatkan ilmu pengetahuan, serta mempermudah penyimpanan materi pembelajaran. Perancangan sistem ini digambarkan dengan menggunakan DFD (data flow diagram) dan diimplementasikan dengan menggunakan Adobe Dreamwaver sebagai editor, Adobe Photoshop sebagi pengelola design, PHP sebagai script programing, dan MYSQL sebagai pengolah basis data. Kata-kata kunci: portal, e-learning, SMK Negeri 1 ManggisABSTRACT E-learning Portal of SMK Negeri 1 Manggis is a system created to assist and support the learning process for the provision of material and assignments online. With the e-learning portal it is expected to increase the level of interaction between students and teachers, because the interaction of learning could be anywhere and anytime. In addition, e-learning can train students be more independent and active in getting the knowledge, as well as facilitate the storage of learning materials. The system is designed using DFD (data flow diagrams) and implemented using Adobe Dreamwaver as editor, Adobe Photoshop as a design manager, PHP as the programming scripts, and MySQL as database processing.
The development of technology today is very helpful in the multimedia-based learning process. Children will be more interested in learning if the application can be installed on a Smartphone, because children enjoy playing Smartphones. In teaching children to recognize animals, teachers at school use pictures. With the presence of multimedia based on Augmented Reality (AR), it is helpful for displaying images of animals in 3-dimensional form so it is more interesting. Applications created can help children to classify, explain about animals through information about sounds, habitat, breeding about animals in the form of 3D objects. In making Augmented Reality Animal Recognition, the researcher adopted the SDLC (System Development Life Cycle) method. At the trial stage, the Alpha version of the application was carried out to determine the quality, shortcomings and smoothness of the application that had been made. Application test results could run well. Therefore, through this application, children are more interested in getting to know animals so that it provides a learning experience and is easily accessible on smart phones.
The ability to read, write, and arithmetic is something that must be mastered by all students. Computational thinking is considered as one of the basic competencies to complete these skills. After entering a higher level students will be introduced to learning that involves technology and it requires sufficient understanding to easily understand the basics of computer technology logic. Some elementary schools still do not use technology to encourage students' computational thinking skills. During the Covid-19 pandemic, students had difficulty understanding learning materials and decreased student interest in learning. The elementary school curriculum in Umeanyar Village has not implemented computational thinking, this makes it difficult for students to understand the logic of computer technology at higher school levels and material concepts that require critical thinking logic. Therefore, the purpose of this activity is (1) to educate students on how to use the scratch application as a method to introduce mathematical and computational thinking in elementary schools and (2) to provide hands-on experience for students to introduce simple programming concepts by creating animation projects and games and fostering cooperation between each other so that the learning atmosphere is more interesting. These objectives can be achieved by means of preliminary studies, implementation of training and mentoring, and evaluation. After providing material and training, students are invited to make a games and animation project for 3 meetings which are held every Saturday. The results obtained by students after participating in this training are increased understanding and experience of how to use computers and students can create animations and simple games with the scratch application. Previously, students were still unfamiliar with using computers and computer applications and had difficulty understanding how to operate the software. Students still need assistance and support from the surrounding environment in implementing this training. For this reason, village heads and schools need to work together to support their students through various training activities that provide knowledge and insight for the next level of education. As for the universities that can help realize the program.
Abstract-This research aims to produce demand driven human resources through vocational education and training. In the process of realizing it, it is necessary to innovate in several sectors, such as the selection of appropriate majors and apprenticeship process in accordance with the competence of students in the middle to college level. The method applied in this research is to do the selection process for new students by giving recommendation of the department which is in accordance with the competence of the students by taking the majors test. Then the students will take part in the apprenticeship, will take the test and with some component of the value of the course or course, the value of report cards, and the GPA will be processed and produce recommendation of apprenticeship location in accordance with the student's competence. The impact of this research is students who are in the appropriate majors, will affect the comfort in the learning process so as to maximize student potential. The apprenticeship location recommendation aims to provide work comfort, work motivation, good career expectations for students who attend apprenticeships in the industrial world. So the graduates produced by vocational education is demand driven.
This community service (P2M) activity was carried out purposefully to provides insight into the importance of technology, enhanced basic skills of operating computers, and enhanced skills in using the fundamental computer applications, such as Paint, Microsoft Office Word dan Microsoft Office Power Point for 4th, 5th, 6th grade student from Public Elementary School 1 Umeanyar. This activities was carried out by lectures method and discussion between the student and the speaker, followed by practice using computers to test student understanding about the material that has been presented before. The results ofthis activity are student understanding of the basics computer operation and skills in using fundamental computer applications, including the use of the Microsoft Power Point application to create interactive media products and the use of Microsoft Word to create documents, which are very useful as a provision for preparing themselves for higher education levels. Keywords : Gen A, ideal conditions, training, technology
One of the main factors causing the decline in the use of Balinese Script is that Balinese people are less interested in reading Balinese Script because of their reluctance to learn Balinese Script, which is relatively complicated in the recognition process. The development of computer technology has now been used to help by performing character recognition or known as Optical Character Recognition (OCR). Developing the OCR application for Balinese Script is an effort to help preserve, from the technology side, as a means of education related to Balinese Script. In this study, that development was conducted by using a Tesseract OCR engine that consists of several stages, i.e., the first one is to prepare the dataset, the second one is to generate the dataset using the Web Scraping method, the third one is to train the OCR engine using the generated dataset, and finally, the fourth one is to implement the generated language model into a mobile-based application. The study results prove that the dataset generation process using the Web Scraping method can be a better choice when faced with a training dataset that requires a large dataset compared to several previous studies of non-Latin character recognition. In those studies, the jTessBox tools were used, which took time because they had to select per character for a dataset. The best result of the language model is a combination of character, word, sentence, and paragraph datasets (hierarchical combination of character, word, sentence, and paragraph datasets) with a coincidence rate of 66.67%. The more diverse and structured hierarchical datasets used, the higher the coincidence rate.
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