<p>This study aims to develop a web-based learning application as a form of learning revolution. The form of learning revolution includes the provision of unlimited teaching materials, real time class organization, and is not limited by time or place. The implementation of this application is in the form of hybrid learning by using Google Apps for Education (GAfE), called Brilian. Steps being taken in the study are: (1) requirements analysis, (2) interface design, (3) construction performance, and (4) testing and implementation. The subjects of this study were students of class 2014 and course lecturers for the student of class 2014. After the system testing that was conducted in the second semester of 2014, the collected data suggest that out of 1153 students who used this application, 79% of them were comfortable in using it. As for the lecturers, the data was obtained from 70 lecturers, 82% of them stated that this application helped their teaching process. From the evaluation results, it requires universities to further improve the network infrastructure, and applications must be developed to be more user friendly, including access to mobile learning.<em></em></p>
Brilian is a hybrid learning application that combines face-to-face learning and online learning. This study aims to analyze the effectiveness of hybrid learning of science management by using Brilian in college. This study was a pre-experiment with one group pre-test and post-test design. The sample of the study were 55 students of Information System study program, Institut Bisnis dan Informatika Stikom Surabaya, Indonesia who were divided into two groups. Before conducting hybrid learning by using Brilian, both groups of students were given a test of learning outcomes and after the learning was completed, students were given the same learning outcomes test again. The collected data was analyzed by using the Wilcoxon test; calculation of normalized gain (n-gain); and the Mann-Whitney U test. The results showed that hybrid learning of science management using Brilian is effective to improve students’ learning outcomes and is indicated by: (1) an increase in students’ learning outcomes which was that was statistically significant at α = 5%, (2) the n-gain mean was in high category, and (3) the n-gain mean was not different in the two students groups.
ABSTRAK E-learning yang merupakan perpaduan antara pendidikan dan teknologi informasi, adalah pendekatan pembelajaran yang cocok untuk generasi Z. Implementasi e-learning membutuhkan pengetahuan tentang konsep e-learning dan keterampilan untuk mengoperasikan aplikasi elearning. Siswa dari SMP dan SMA Ta'miriyah Surabaya termasuk dalam generasi Z yang paham teknologi dan lebih menyukai pembelajaran visual daripada pembelajaran audio. Permasalahannya adalah para guru di dua sekolah ini memiliki pengetahuan yang belum memadai tentang konsep elearning dan keterampilan dalam menggunakan teknologi informasi untuk kegiatan pembelajaran belum merata. Permasalahan tersebut diselesaikan melalui program kemitraan masyarakat menggunakan pendekatan tiga metode. Pertama, sosialisasi konsep e-learning berdasarkan hasil dari studi literatur. Kedua, melakukan pelatihan aplikasi e-learning, dan terakhir adalah evaluasi pelaksanaan pelatihan. Pelatihan dilakukan dengan menggunakan aplikasi e-learning Edmodo yang sesuai dengan kebutuhan siswa, guru, dan sekolah, yaitu multi-platform, multi-perangkat, tanpa biaya, dan tersedianya fitur interaksi antara siswa, guru, dan orang tua siswa. Pada akhir program kemitraan masyarakat, dapat disimpulkan bahwa metode sosialisasi mampu meningkatkan pengetahuan dan pemahaman guru tentang konsep e-learning, sementara metode pelatihan mampu meningkatkan keterampilan guru dalam menggunakan aplikasi e-learning Edmodo, baik sebagai guru, siswa, maupun orang tua siswa.Kata kunci : e-learning; edmodo; generasi z. ABSTRACT E-learning, the fusion between education and information technology, is the learning approach that suitable for the Z generation. E-learning implementation requires knowledge about e-learning concepts and skills to operate one of the e-learning applications. Students of Ta'miriyahSurabaya Middle and High School are the Z generation who are tech-savvy and prefer visual than auditory learning methods. Teachers in this school have inadequate knowledge of e-learning concepts and lack of skills using information technology for learning activities. The problems resolved through community partnership programs by performing three methods. The first is to socialize e-learning concepts based on the literature study, the second is to conduct e-learning application training, and the last is evaluation. The training use Edmodo's e-learning application that fits with the needs of students, teachers, and schools. Those needs are an application which multi-platforms, multi-devices, no charge, and the availability of interaction features between students, teachers, and parents. At the end of the program, it concluded that socialize could increase teacher knowledge and understanding of e-learning. Besides, the training improves the teachers' skills in using Edmodo's e-learning application.
Currently, Agile software development method has been commonly used in software development projects, and the success rate is higher than waterfall projects. The effort estimation in Agile is still a challenge because most existing means are developed based on the conventional method. Therefore, this study aimed to ascertain the software effort estimation method that is applied in Agile, the implementation approach, and the attributes that affect effort estimation. The results showed the top three estimation that is applied in Agile, are machine learning (37%), Expert Judgement (26%), and Algorithmic (21%). The implementation of all machine learning methods used a hybrid approach, which is a combination of machine learning and expert judgement, or a mix of two or more machine learning. Meanwhile, the implementation of effort estimation through a hybrid approach was only used in 47% of relevant articles. In addition, effort estimation in Agile involved twenty-four attributes, where Complexity, Experience, Size, and Time are the most commonly used and implemented.
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