This study aims at developing the augmented reality application technology, a complementary learning on graphic design to face the skills and learning of the industrial revolution 4.0. This study uses a 4D (four-D) development method for the development of augmented reality application technology and uses a survey method for validity. This AR application will be validated by 12 experts, while the respondents used in filling out the needs analysis questionnaire at the define stage (four-D) are students and lecturers of Informatics Engineering Education, Padang State University. The results of this study indicate that on the analysis of the achievement of the learning process, it can be seen that there are still expectations and advantages in the achievement of the learning process desired by lecturers and students, where the learning process is still in the sufficient category and 80%, students need development of technology as complement reality to be used as learning media in the learning process. The validation test also shows that the augmented reality application technology is included in the valid category with an average value of V value of 0.933. So, it cannot be denied that the augmented reality application technology is valid to be used in the learning process.
Teknologi telah mencapai tingkat di mana saat ini adalah saat untuk reformasi pendidikan yang meningkatkan pencapaian konten siswa dengan mengajarkan pembelajaran yang relevan dengan revolusi industri 4.0. Pada era revolusi industri 4.0 ini, salah satu tantangan yang dihadapi pendidikan ialah penggarapan teknologi baru. Karena siswa terbiasa dengan teknologi baru, pembelajaran dengan menggunakan lembar kerja dan mendengarkan presentasi tanpa media terkesan monoton dan membosankan. Hal itu menjadi dasar perlunya media yang menarik seperti Computer Based Instruction-Flipped Classroom (CBIFC). Tujuan dari penelitian ini adalah untuk menentukan analisis kebutuhan dan desain dari CBIFC. Metode yang digunakan pada penelitian ini adalah SDLC (System Development Life Cycle) waterfall. Untuk analisis kebutuhan instrumen yang digunakan menggunakan kuisioner analisis kebutuhan. Hasil dari analisis kebutuhan didapatkan bahwa usia siswa SMK berada pada rentang 15 tahun sampai 18 tahun, dimana siswa SMK tengah memasuki tahapan perkembangan masa remaja. Karakteristik siswa pada usia tersebut memiliki kecenderungan menyukai warna-warna kontras, tetapi tidak mencolok. Untuk memadukan komponen warna, musik, dan kreativitas siswa dalam belajar dengan menyenangkan, maka dari itu sebelum mengembangkan CBIFC, dilakukan desain menggunakan flowchart, Unified Modeling Language (UML), yang terdiri dari desain use case dan sequence diagram.
At the COVID-19 pandemic era in 2019-2020, all schools in the world faced a chalenging education situation. Innovative solutions were needed to optimize education efforts thus flipped classroom-based e-learning was implemented to maintain social distancing. The purpose of this study was to see the effectiveness or the empirical impact of the application of flipped classroom-based e-learning during the COVID-19 period. This study used a deductive approach using a choice of quantitative methods. The sample in this study was 30 students of SMKN 5 Padang. The instrument used in cognitive assessment was a test, while the effective and psychomotor assessment used an assessment rubric. We found that flipped classroom-based e-learning was effectively used in the learning process during the COVID-19 pandemic. Therefore, the flipped classroom-based e-learning can be effectively used as a media for distance learning.
CBI-flipped classroom adalah salah satu media pembelajaran berbasis komputer yang relevan dengan perkembangan pembelajaran pada revolusi industri 4.0. Perkembangan internet, komunikasi virtual dan sistem manajemen pembelajaran, terdapat banyak universitas dan institusi pendidikan yang tertarik pada CBI- flipped classroom. Penelitian tentang dampak dari CBI- flipped classroom pada keterampilan siswa, terdapat hasil yang tidak konsisten yang ditunjukkan oleh media tersebut mungkin tidak cocok untuk semua konteks pembelajaran. Sehingga tujuan dari penelitian ini adalah untuk melihat dampak dari CBI- flipped classroom pada keterampilan siswa pada mata pelajaran Komputer Jaringan. Penelitian ini didasarkan pada pendekatan deduktif menggunakan metode quantitative. Hasil dari penelitian ini menunjukkan bahwa siswa yang diajarkan menggunakan CBI- Flipped classroom telah meningkatkan keterampilan dibandingkan siswa yang tidak menggunakan CBI- flipped classroom.
An expert system is one of artificial intelligence that uses a computer to work like and as well as humans do. An expert system is a computer system that is designed so that it has the ability and reasoning like an expert. But, the expert system is not used for replacing an expert who in this problem im a psychologist as a consultant for students want to recognize the potential and their abilities. The expert system is only used as equipment and limited tools. There is a problem is how to design tools to help students recognize their potential and abilities, so that they can choose the right department in the University based on their potential and abilities. Expert system design for assign department in the University based Multiple Intelligence use visual basic programming language and Microsoft Office Access as database.
In this modern era today, information technology had become a thing where the society have to be cultivated. The development of information technology was currently running very fast and played an important role in various ways. Computers were one of the important parts in improving information technology. This research aimed to design a tool to be able to assist students in obtaining information in an accurate and effective manner. The design of this information system used the System Development Life Cycle (SDLC) method which was a common methodology in system development and design. System Development Life Cycle (SDLC) had six phases, are namely: identification, initiation and project design, analysis, design, implementation and maintenance. The design carried out were the design and normalization of the database, Entity Relations Diagram (ERD), and system design. The system design had Data Flow Diagram (DFD), Use Case Diagram, Activity Diagram, Sequence Diagram and Class Diagram.Keywords: Information System, System Development Life Cycle, Electonic
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