Character education is an education-focused in implementing moral values, ethics and citizenship education. This is an approach to developing good character and developing the school as a caring community. The youngest generation nowadays, which primarily targeted by character education was born facing already-advanced ICT (Information and Communication Technology), so it recommended using an ICT's benefit like AR. An AR (Augmented Reality is a system that supplements the real world with virtual objects that appear to coexist in the same space as the real world. Augmented Reality offers an immersive virtual learning experience; as a result, an education that was giving more than standard audio-visual material. In this research, the developing an ICT based application for character education using Augmented Reality as the main feature, and will be discussed explicitly about an augmented reality that running on the mobile device that will be using specifically for the character education. The program will be developed throughout the following methodology: Literature Review, to provide information and knowledge how to build and to apply an AR-based application and finding the right sampling method, Building the Apps, using Unity integrated with Vuforia Engine. Unity is a game engine capable of developing computer, console or mobile game. Vuforia is a platform for developing Augmented Reality and Mixed Reality, Application Testing, test the AR system in the real world environment. The Result is an android app that could capture the "marker" and make the AR appearing in the smartphone device. This result used to help teachers to educate the young students that still need a character education to build their good character stronger.
<p><span lang="EN-US">Aplikasi kelas <em>online</em>telah diterapkan di SMK Telkom Malang menggunakan <em>platform</em><em>Google</em><em>Classroom</em>pada mata pelajaran Pemrograman Berorientasi Objek (PBO). Penggunaan <em>Google Classroom</em>pada mata pelajaran PBO ditambahkan materi <em>chatbot</em>pembelajaran <em>Java</em>dari <em>Oracle Academy Java Foundation</em>menggunakan<em>platform</em><em>Facebook Messenger</em>sebagai media untuk membantu Guru dalam menyediakan materi kepada siswa diantaranya adalah materi dasar pemrograman <em>Java </em>dan penyajian item soal kuis. Pada model kuis yang disajikan <em>chatbot</em>ini, antar siswa mendapat respon penyajian item soal yang berbeda dalam pengerjaan kuis tentang materi yang ditampilkan sesuai dengan <em>score</em>tingkat kesulitan soal yang dikerjakan oleh siswa dengan metode <em>Organizing Exercise Items</em>. Pada hasil ujicoba, <em>chatbot</em>dapat memberikan semua respon dengan tepat kepada seluruh siswa yaitu tentang penyajian item soal dengan topik materi <em>Java Software Development</em>sesuai tingkat kesulitan yang berbeda yaitu mudah, sedang dan sulit. Dengan demikian siswa dinyatakan dapat berinteraksi dengan <em>chatbot</em>sebagai media belajar yang dapat membantu guru dalam memberikan fasilitas belajar kepada siswa sesuai tingkat pemahaman materi soal pada pembelajaran Java. Adanya <em>chatbot</em>yang dibangun diharapkan dapat memberikan solusi kepada guru serta berkontribusi positif saat proses pembelajaran oleh siswa yang diintegrasikan pada kelas <em>online</em>tanpa batasan ruang, waktu dan jumlah siswa.</span></p><p class="Judul2"><em><br /></em></p><p class="Judul2"><strong><em>Abstract </em></strong></p><p class="Judul2"><em>Online class application has been applied in SMK Telkom Malang using Google Classroom platform on Object Oriented Programming subjects (OOP). Google Classroom on PBO subjects added Java learning chatbot material from the Oracle Academy Java Foundation using the Messenger Facebook platform. Both of these learning media can help teachers in providing materials to students such as basic Java programming materials and the presentation of items about the quiz. In the quiz model that is presented by this chatbot, the students get responses of different items in the quiz about the material that is displayed in accordance with the score of the difficulty level of the problems done by the students by the Organizing Exercise Items method. In the test results, chatbot is applied to the learning of 3 classes and creating a higher final exam results with an average difference of 0.60 points from the conventional learning group. In the learning results there is also an increase in the value of post test of 0.39 points from the first test. Thus the students can interact with chatbot as a learning medium Java programming language and Chatbot can help teachers in the provision of materials and quizzes. And result of effectiveness test through ISO 9126 software quality test some aspect gets predicate very feasible to applied.</em></p>
The increasing number of foreign companies offering job vacancies in Indonesia is a blessing for new graduates. However, they could not use the opportunity due to their limited English skill. This condition may occur because there is a lack of human resource providing direct, gradual, and continuous assistance to improve their English skills. Nowadays, social media are very popular among various groups of people but they are mostly used for information exchanges. This study aims to develop an application inside Facebook as an English learning media to help students learn English more efficiently. This application is in the form of a Chatbot (an answering robot) as a substitute for a teacher to help those who have difficulties in learning English. The Chatbot integrated in the social media is expected to provide an easier adoption as the users are already familiar with its interface and navigation. This application has been applied to students of Telkom Vocational High School Malang and D3 English Study Program, State Polytechnic of Malang. With this application, students can learn English independently and utilize a rich collection of information and organized exercise items to get help or find more challenges whenever needed to avoid learning boredom.
Bagi sebagian kalangan belajar bahasa Inggris adalah sesuatu yang tidak mudah sehingga perlu pendamping untuk memperbaiki jika terjadi kesalahan. Belajar bahasa Inggris bisa diawali dengan memahami secara benar strukturnya sehingga dapat membantu dan memberikan rasa percaya ciri saat mempelajari materi-materi selanjutnya seperti reading, listening maupun writing. Penelitian ini bertujuan mengembangkan suatu aplikasi chatbot untuk belajar struktur bahasa Inggris menggunakan media sosial. Pertimbangan utama penggunaan media sosial sebagai sarana pembelajaran yaitu sebagian besar aktifitas masyarakat hingga pelajar di musim pandemic ini menggunakan media sosial atau sarana belajar berbasis online, sehingga dirasa bahwa media sosial bukan sesuatu yang baru bagi khalayak ramai dan menjadi alternatif terbaik yang dapat digunakan sebagai sarana untuk menyampaikan materi struktur bahasa Inggris. Facebook dengan fasilitas chatfuel-nya digunakan untuk mengembangkan chatbot pembelajaran struktur bahasa Inggris dengan memanfaatkan metode Organization Exercise Items (OEI). Dengan menggunakan metode OEI maka chatbot secara otomatis akan memberikan bantuan apabila ada seseorang yang sedang belajar mengalami kesulitan. Aplikasi yang diberi nama ELA-bot atau English Learning Assistant Bot ini telah diimplementasikan pada mahasiswa program studi D3 Bahasa Inggris, Politeknik Negeri Malang. Hasil pengujian menunjukkan bahwa 98% mahasiswa menyatakan chatbot telah membantu dalam proses pembelajaran struktur Bahasa inggris.
Diabetic retinopathy is a major cause of blindness in diabetic patients around the world. Patient with diabetic retinopathy strongly rely on the sense of hearing in communication and the sense of touch in recognizing objects. However, there are some objects that they cannot recognize, such as time. Therefore, it is undeniable that patient with diabetic retinopathy need help from others in carrying out some activities. One of the crucial activities that patients with diabetic retinopathy need to do is taking medication regularly according to the doctor's instructions. This research studies the design and implementation of Voice Time application which is developed to help diabetic retinopathy patient to know the time. Using speech recognition, diabetic retinopathy patient can give commands to mobile devices by means of voice. This application is equipped with emergency call and location-sending features which allow the patient to call the emergency contact while simultaneously sending text containing latitude and longitude information so that the emergency contact can locate the patient with Google map. From the results of the speech recognition performance test for voice time and emergency call features using dB meter application in 20 tests at varying distances (between 1 – 100 cm), sound intensity (amplitude) between 15 – 83 dB and 1 second 84 ms average delay to execute voice in emergency call feature were obtained.
Nowadays, machine translation has an important role in general communication. The need for machine translation system is higher in this era, resolving culture and nation boundary. Finding appropriate and optimal translation is not an easy task in language processing. Several machine translation systems already exist, but the quality of the translation is needed to be improved further. This paper discusses machine translation researches that involve Indonesian language to the other languages by systematic literature review. This paper exposes different approaches and tools for machine translation. The approaches also use various evaluation methods to measure performance. Moreover, this paper proposes several future works to improve the machine translation quality of Indonesian to other languages. The review results show that the attentionbased approach is being increasingly used to improve the performance of neural machine translation. The translation performance quality depends on the number of the corpus, well-behaved aligned corpus, and the technique used.
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