Pembelajaran kolaboratif adalah pembelajaran yang dilakukan oleh dua orang atau lebih untuk belajar secara bersama-sama. Salah satu tujuan pembelajaran kolaboratif adalah memberikan kesempatan kepada siswa untuk berpartisipasi secara aktif dalam proses pembelajaran atau yang dikenal dengan istilah student center. Permasalahan yang ada pada masa apademi Covid-19 mengakibatkan pembelajaran kolaboratif sulit dilakukan karena adanya social distancing, yang mengharuskan pembelajaran dilakukan dari rumah. Salah satu solusi yang diusulkan oleh penelitian ini adalah penggunaan teknologi berbasis internet untuk melakukan pembelajaran kolaboratif secara online. Aplikasi kolaboratif online yang dibahas pada penelitian ini adalah MOOCs APTIKOM, Google Classroom dan Aplikasi Sistem Manajemen Pengetahuan. Partisipan atau student yang memanfaatkan course di MOOCs tersebut masih dibawah 100 dan MOOCs APTIKOM memberikan layanan materi bidang informatika dan komputer yang dapat diakses secara bebas. Aplikasi google classroom yang merupakan aplikasi Web 2.0 dan aplikasi sistem manajemen pengetahuan(Asmape) dapat dimanfaatkan untuk pembelajaran kolaboratif secara online hal ini dibuktikan dengan telah diimplementasikannya google classroom pada mata kuliah evaluasi pembelajaran dan aplikasi Asmape telah dimanfaatkan pada mata kuliah basis data terutama untuk tugas kelompok membuat artikel ilmiah.
The 21st Century learning is an effort to facilitate learners in the 21st century to experience the best learning experience so that they can achieve the learning objectives effectively. The 2013 curriculum is a shift in the 21st century education paradigm in Indonesia. One of the prominent features of 21st century learning is digital-based learning. Digital-based learning based on this research apply Learning Management System (LMS). The application of Machine Learning (Online Collaboration, Behavioural Tracking, and Learning Analytics) to LMS has great potential for realizing 21st century learning. The benefits of implementing machine learning are for LMS automation in the assessment of the 21st century learning process, making it easier for teachers to analyse learning outcomes. The purpose of this research is to create LMS model based on Machine Learning to support 21st Century Learning as the Implementation of Curriculum 2013. The utilization of machine learning shows positive result to 21st century learning process. Automated analysis can support the 21st century learning process.
Pandeglang Regency is an area that has the potentiel to be hit by tsunamis. The plate subduction paths of Indo-Australia and Anak Krakatau Volcano make Pandeglang Regency a region with a high tsunami potential. One step that can be taken to overcome and minimize losses is to do spatial planning to protect it against potential tsunami damage. This research aimed to evaluate the spatial area of Pandeglang Regency based on the identification of potential tsunami hazards. The concept of modelling the tsunami inundation height developed by Berryman and based on Head Regulation No.4 of 2012 of the Indonesian National Board for Disaster Management has been used to identify potential tsunami hazards. The modelling was carried out by calculating the potential distribution of tsunami wave heights in coastal areas. Three scenarios were used to estimate the distribution. The results showed that the first scenario predicted a maximum tsunami height of 7.5 meters above sea level with the furthest tsunami inundation reaching 1,700.12 meters. Second scenario predicted maximum height of 15 meters, with the furthest tsunami inundation reaching 3,384.62 meters. Meanwhile, the last scenario was able to predict a height of 20 meters and showed the furthest tsunami inundation reaching 5.155,11 meters. These results proved that in all scenarios, the widest inundation would occur in Panimbang Regency. This is due to the relatively small variations in roughness and slope of the surface. The same condition also occurs in the last two scenarios, in which Sumur District was the area most ffected. Therefore, the spatial plan of Pandeglang Regency needs to be evaluated and the function of residential area changed to reduce and prevent large losses.
Interactive animation media could provide children good experience and imagination, which serve as important aspects in their intelligence development. However such media that incorporate children’s multiple intelligences and specifically focus on marine biota are relatively limited in number. To have such media is particularly relevant for Indonesia to build awareness among children towards marine environment preservation. Within that framework, the current study attempts to develop interactive animation media on marine lives through waterfall System Development Life Cycle (SDLC). Although the study is still in its analyzing and designing stages, to this point it has shown that the architectural design of the media might benefits classroom activities related to sea biota.
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