This study aimed to design a batik learning medium for vocational high school students in based on multiplatform. The application made was expected to support heutagogy approach – based learning and to deal with the development of science and technology integrated in the curriculum of vocational high schools. The application developed, namely e-botik, was an integration of several previously-designed applications using Code ignitor (CI) framework. The database used was My-SQL. It is commonly known that Code igniter is an open source web application framework utilized to create dynamic PHP applications. In this study, e-botik consisted of three main components including interface, database, and application programming interface (API). Some of the applications combined were ARtikon_joyful (Android-based), Video Kasumedangan Batik (movie player), Nalungtik Batik (desktop-based), Digi_Learnik (web-based), Batik UPI (manual), Batik Cireundeu (manual), and Lembar Balik (manual). The combination proceeded web-based so that it was compatible with various operating systems. The application (e-botik) was designed and then tested. The test was performed through whitebox testing and blackbox testing. The results of the test showed that it ran well and was able to be used a batik learning media. It is expected that students can utilize e-botik in selecting topics of learning batik in accordance with their competences and needs. This condition enables e-botik to support learning batik through heutagogical approach. In addition, the application was also validated in terms of both system and usage aspects.
This study aims to develop an augmented reality medium of traditional Sundanese food for nutrition education for teenagers. The media designed also consists of values of local wisdom education. The application is named AR Ma'Ugiz. The making of the application starts with story board design, 3D objects of traditional Sundanese food design using blender software and making videos about the making of the food. To make the videos, this paper uses Wondershare Filmora software. In an attempt of making AR Ma'Ugiz compatible to many platform, a Unity 3D is employed. The results of the research show that Augmented Reality designed to introduce traditional Sundanese food to teenagers is interesting and fun for them. In addition, the teenager students have more opportunities to explore the food in terms of the making procedure and nutrition information. Thus, the media used in nutrition education appear to have strengths in introducing values of local wisdom. In the meantime, local wisdom plays an important role in character education which, in this context, enables students to love their culture, including their traditional food.
This research develops learning methods through the development of teaching materials. In addition to this study developes an e-practicum module in one of the subjects in the pharmacy department, namely physics pharmacy. Today, the physics pharmacy practice uses printed module practice in the form of module books. This research intends to make innovation in practical learning. Current educational innovations that are developing in technological innovations, one of which is information technology. The use of information technology is very fast and sophisticated, currently technological computer-based has been developing with software applications that also continue to fulfil the world's needs. The development of this electronic technology can be utilized in educational innovations in practice methods. The printed module practice was developed into a web-based electronic practicum module. The method used in this research is the waterfall model which consists of the main stages of needs analysis, system and software design, system implementation and testing as well as a maintainance. The results of this study are a web-based module-practice named E-mulsi which can be accessed via e-mulsi.com. This application has been tested in one of the pharmacy physics classes and has received positive responses from users not only students but also lecturers because it is easier to use modules and preparation of technology-based reports.
Unemployment is a problem that is still hotly discussed. The problem of unemployment is very important because it has the potential to cause crime, social, political turmoil and poverty. One potential unemployment is from vocational education graduates. The cause of unemployment for vocational education graduates is the incompatibility of interest in vocational education graduates with job vacancies. This study tries to offer a solution with a socio-technical system approach. This research is focused on obtaining digital platform design in seeing the suitability of job seekers’ interests with their personalities. In other words, it connects Goal - People - Technology. The development of this system is done using the Flutter framework. The results obtained are a digital psychology test platform design, which is also cross-platform, in accordance with the concept of socio-technical systems. This platform can be used to minimize the interests of vocational education graduates with jobs.
This study was motivated by the fact that laboratory skills assessment did not have a specific standard for each assessment. Student performance and skills in doing practicum are not well observed and measured. Meanwhile, the assessment of skills in pharmaceutical physics laboratory learning is considered important. An alternative assess-ment that can measure pharmaceutical physics laboratory skills is to use performance assessment. This research has integrated the work assessment in digital form with the existing web-based electronic module (e-mulsi). Application testing needs to be done to determine the digital performance assessment's effectiveness in assessing the pharmacy physics laboratory's skills. A system test and user test do this. System testing is done by white box testing. Meanwhile, user testing is carried out with an instrument in the form of a questionnaire to laboratory assistants and lecturers as users of the application's per-formance assessment application. The digital performance assessment system's perform-ance test results using GTMetrix ranged from 85% - 62%. This performance assessment application greatly helped the results of the questionnaire for laboratory assistants and lecturers. It greatly facilitated the archiving of each students process in the form of an information technology data base. Lecturers also find it very helpful because the value processing process is easier for applications to do, reducing data processing errors.
Practical learning in the laboratory is very important learning as a bridge between theory and reality in the field. Students must be able to understand the theory by proving the practical learning process in the laboratory. The success of students in learning theory in class can be measured through affective, cognitive, and psychomotor assessments. Evaluation of three aspects can be done with performance assessment. performance assessment has the meaning of assessing assignments and real performance that can be done by students, which is the goal of learning. In this study, trying to visualize previous research that examined the performance assessment and laboratory practicum related to the use of computer technology. So that it can be used as a foundation to develop further research. Visualization is done with bibliometric analysis, using a dataset from Scopus. The results showed that the performance assessment research had a close relationship with educational computing. In the visualization of overlays, it can also be seen that research that discusses performance assessment and computational education is research that has novelty.
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