Learning media of the living environment to the geographic subject in Senior High School at 11th grade still limited to print media, which is a textbook and LKS (Student Work Sheet), while the creator of learning CD media still limited, thus it is difficult to find it. The reason for this interactive learning media selection is due to this media can help students when learning independently. The aim of this research is to develop interactive learning media that match with criteria as valid media to the living environment material. Recommendations both by material and media experts, that the media is feasible to be developed as an interactive learning media. This media developed by using Adobe Flash CS3 that can combined texts, images, maps, videos, and animations, so media learning display more interesting. This research designed by using the descriptive procedural development model. Steps research and development model which consist of a learning goal formulation, material analysis, media design, editing, prototype, media validation, media trial, and the final product. Research data are qualitative data that obtained from expert validations and also quantitative data that obtained from product trial to students. The result of the media trial to the students obtained the value of 84% with the criteria of "very feasible". Based on the result of the validation test and trial with the students, can be concluded that this product is feasible to be used as learning media in the school.
The concept of usability, which affects the quality and cost of the software projects, has become essential in recent years. There is a need to integrate usability testing activities and techniques into the development processes; however, integration is difficult. Therefore, this study proposes user‐centered behavioral (UCB) software development model, which aims to bridge the gap between human–computer interaction (HCI) and software engineering (SE) disciplines. A triangulation methodology of mixed methods is used to understand the current situation in software development companies in terms of usability and user‐centered software development by survey and interviews. Their results are then used to inform the development of the proposed model. The UCB software development model proposes a process in which several tools and techniques from SE and HCI are integrated to facilitate the production of highly usable software. In essence, the model proposes an iterative process that combines behavior‐driven development (BDD)—an agile approach that enables a better understanding and analysis of the requirements—with the style guides, usability tests, heuristic evaluation, and Wizard of Oz techniques of HCI. The model was evaluated in a pilot project and then is improved based on feedback gathered. Participants' feedback supported the effectiveness of the proposed model.
Software organizations have to develop software in a short time, and quickly respond to changing requirements. Recently, organizations have started to implement agile development models to reduce cost and increase productivity and quality. Scrum, one of the most widely used agile methodologies, is often implemented in various ways that depart in an uncontrolled fashion from the original model, resulting in development methods often called “ScrumBut.” Some argue that such incomplete implementations violate Scrum's core practices and philosophy, while others propose that all methodologies should be adapted to organization's unique culture and integrated with their best practices.
In this research, a Blended Scrum model was proposed to overcome uncontrolled ScrumBut issues while transitioning to Scrum. The study was organized as a case study in which software professionals working in Scrum teams were interviewed. In addition, a questionnaire was conducted with other software professionals to determine how agile methods, specifically Scrum, were used. The interviews and questionnaire revealed various Scrum practical implementations. The Blended Scrum model was developed by integrating original Scrum with practices that were determined by interviews and questionnaire conducted with software professionals with real‐world Scrum experience. Finally, the Blended Scrum model was evaluated by Scrum professionals and received positive feedback.
Scratch has been implemented as a preliminary programming environment to improve students' programming experience, motivation, and success in the Computer Science (CS) or Engineering departments. Acceptance and use of this visual programming environment by CS or Engineering students is a significant research area. Accordingly, this study investigated acceptance and use of Scratch programming environment by developing a theoretical model based on the Technology Acceptance Model (TAM). Structural equation modelling approach was used to validate the research model based on data collected from a sample of 186 Computer Engineering students. Results indicated that perceived enjoyment was significantly associated with the perceived usefulness and attitudes. Further, the results suggested that self-efficacy was significantly associated with the ease of use perceptions.
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