This study discusses about design of static electricity and dynamic electricity learning media based on Android. designed learning media containing static and dynamic electrical materials that are abstract and not visible to see. The material is described in real and easily understood by learners. The method used in the design of learning media is SDLC (System Development Life Cycle) Waterfall model. And the design model of learning media using UML (Unified Modeling Language) with Use case diagram, flowchart and then developed using Adobe Flash CS6 tool. The results of this study indicate that the learning tool of static and dynamic electricity based on android easy to use for learners and teachers in the learning process. ABSTRAKPenelitian ini membahas tentang perancangan media pembelajaran listrik statis dan dinamis berbasis android. Media pembelajaran yang dirancang berisi materi listrik statis dan dinamis yang bersifat abstrak dan tidak bisa dilihat secara kasat mata. Materi tersebut digambarkan secara nyata dan mudah dipahami oleh perserta didik. Metode yang digunakan dalam perancangan media pemebelajaran adalah SDLC (System Development Life Cycle) Waterfall. Perancangan media pembelajaran menggunakan proses UML (Unified Modelling Language) dengan Use case diagram, flowchart dan selanjutnya dikembangkan menggunakan tool Adobe Flash CS6. Hasil penelitian menunjukkan bahwa media pembelajaran listrik statis dan dinamis berbasis android mudah digunakan bagi peserta didik dan guru dalam proses pembelajaran.
The low absorption of the workforce in the vocational high school graduates indicates their lack of expertise and competency. It urges to improve their work skills to meet the demand of work. This research aims at developing a Lean-based learning model to enhance the work skills of vocational high school students. This research categorized as development research uses the modified Borg and Gall method. The Lean-based learning model was tested through three stages, namely its validity, effectiveness and practicality. Respondents of the research are vocational high school students, vocational high school teachers and industry practitioners in Indonesia. The model was validated by some experts and FGD results. The effectiveness of the model was tested by an experimental with a posttest only control group design. The population of the experiment was students of the Vocational High School who were doing an industrial experience in some industries, which followed a work shadowing strategy, the sample is chosen by random sampling; data were collected to develop a performance test. Two questionnaires were used to evaluate the practicability of the model according to the perceptions of the teachers and students of the Vocational High School. Based on the research, the developed learning model can be categorized as "good" in case of its validity, effectiveness, and practicality. It means that the lean-based learning model is valid, effective and practical. The conclusion of research is that lean learning model is one of the alternatives to improve work skills competency among vocational high school students to fulfill the industrial demand.
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.
<p class="Normal1">Expert system applications were in great demand in various circles since 1950, with a coverage area that was large. Expert System on the organization was aimed at adding value, increasing productivity as well as the area of managerial can make decisions quickly and accurately. Neither with organizations that did business quail, which was very promising, but needed to be alert for the presence of disease in quail healthy, as in the case in birds quail were highly vulnerable to various kinds of diseases caused by viruses or bacteria. the benefits of the expert system that was able to diagnose quickly and accurately to the symptoms of the disease caused was expected to helped the farmers in of anticipation the many losses caused by disease. Required accuracy and the accuracy of the counting in diagnosing the symptoms of the disease in order to summarized the results by using forward chaining method.</p>
The problem that exists is how to design a tool to help students recognize their potential and abilities so that they can recognize the right potential in higher education based on their potential and abilities, with the influence of technological changes that have penetrated into life and even the world of education, then the purpose of this research is to develop software in the form of an expert system as a technology that can be used by students to be able to recognize their potential. The development of this expert system uses the Software Development Life Cycle (SDLC) method, the design of an expert system to determine the potential in higher education based on Multiple Intelligence. This expert system is designed using the Unified Modeling Language (UML).
Transformation of technology in the 21st century required teachers to be able to integrate ICT in the classroom. Due to technological changes, curriculum changes have taken place in Indonesia and Malaysia. Changes in the curriculum were expected to be able to increase the competence and expertise of teachers in integrating ICT in the classroom so that an effective learning environment was created for students. This study aimed to explore Vocational Education learning strategies used by teachers in Indonesia and Malaysia. The best practices of Vocational education learning strategies were explored including various types of learning media that were integrated ICT. The research method used in this study was quantitative using a questionnaire as a tool to collect data consisting of indicators of remembering & understanding, application, analyze, evaluate and create utilized by the subject of the research, which was vocational school teachers in Malaysia and Indonesia. All data will be analyzed descriptively equipped with tabulations and distribution of empirical data. The results of the study showed that teachers in Indonesia and Malaysia have begun to integrate ICT in the classroom. Teachers have begun to be able to innovate and develop using the right information technology in existing learning situations.
Vocational education graduates should have expertise competencies according to their fields so that it is easy to fill the job market, but this condition is not in line with expectations. BPS data as of February 2020 still shows the open unemployment rate, which is dominated by SMK graduates, at 8.49%, meaning that it is the highest-ranking contributor to open unemployment. One indication of this high percentage is the lack of work skills for vocational school graduates in the world of work. This lack of work competence is indicated because the learning process is not integrated with the real world of work. Therefore, improvement steps are sought through a learning process that integrates school learning with the real world of work by developing media that support learning activities with the real world of work. Therefore, the purpose of this research is to design an Android-based interactive lean manufacturing application to improve the work skills of vocational students. This study uses the 4D development method (four-Ds) for the development of android-based interactive lean manufacturing applications and uses a survey method for validity and this AR application will be validated by 3 experts. The results of this study indicate that the validation test of android-based interactive lean manufacturing applications is included in the valid category. So, it can be concluded that the Android-based interactive lean manufacturing application technology has been valid to be used in the learning process.
Indonesia is one of the countries affected by changes in the education system and learning activities. Learning media aims at attracting students' interest in improving their cognitive and understanding of learning. The selection of media should be based on the following criteria: effective, useful, flexible, affordably accessible, and most importantly in line with learning objectives. Therefore, Virtual Reality-based learning media is the right technology for building online learning conditions to appear more real and real-time. This study aims to develop a VR-based learning media for welding technology courses. This study employed a Research and Development (R&D) method with a 4D development model consisting of define, design, develop, and disseminate. Stages are carried out in stages with analytical and experimental formulations. The results showed that the total average indicators of the VR learning media material validation witch was 0.87 (valid) and the design validation assessment was 0.88 (valid). It can be concluded that the validation results of the learning media developed are declared valid and have been well tested, and are effective to be applied to welding technology learning.
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