:: Abstract List ::
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121 |
Computer Science Education |
ABS-97 |
Designing Interactive Multimedia Based on Adventure Games Using Discovery Learning Method to Improve Cognitive Understanding of Junior High School Students in Basic Networking Subjects Asep Zaenuri, Enjang Ali Nurdin, Lala Septem Riza
Universitas Pendidikan Indonesia, Bandung, Indonesia
Abstract
This research aims to build game-based learning multimedia with discovery learning methods for Basic Network subjects. Multimedia that has been built was tested on an experimental class which is a class X MM student at SMK Negeri 4 Bandung. The results of the research that have been carried out obtained the following results: 1) In designing and building interactive multimedia, the process is carried out through five stages, namely analysis, design, development, implementation, and assessment such as making multimedia in general. The results of the media expert assessment of multimedia by 91.43% and the expert content assessment of multimedia by 88%, 2) interactive learning multimedia based on adventure games using discovery learning methods can improve student understanding as seen from an increase in the overall overall gain value of 0 , 45 which is obtained from the comparison between the average pretest value and the average posttest value.
Keywords: Learning Media, Serious Game
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| Corresponding Author (Lala Septem Riza)
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122 |
Computer Science Education |
ABS-98 |
Design and build social networks for homeschooling Jaka Septiadi, Eddy Prasetyo Nugroho, Shah Nazir, Lala Septem Riza
Department of Computer Science Education, UPI, Bandung, Indonesia
Department of Computer Science, University of Swabi, Swabi, Pakistan
Abstract
In implementing homeschooling learning, issues that often arise are the difficulty of discussing, sharing, and exchanging opinions with other students. This of course can affect the learning process and outcomes. Therefore, this research seeks to design and build social networking applications that are linked to e-learning applications, so that it can facilitate the communication and sharing of learning processes and results carried out by homeschoolers. The process of building a social network application is built based on the characteristics of the social network and the characteristics of homeschooling. Whereas in software development we use the waterfall method. The application is then tested to the user based on 9 aspects of LORI. The results of user testing of this application produces an assessment with a percentage of 78%. So from the assessment, this application is categorized as having a good feasibility to use.
Keywords: Learning Media, Social Media, Computer Science Education
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| Corresponding Author (Lala Septem Riza)
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123 |
Computer Science Education |
ABS-105 |
Requirement Engineering Method for Alignment of Information Technology Utilization with Education Business Strategy Budi Laksono Putro, Heri Sutarno, Rizky Rachman Judhie Putra, Della Ilona Suryana Putri
Computer Science Education Department
Faculty of Mathematics and Science
Indonesia University of Education
Bandung, Indonesia
Abstract
Information technology is widely used in work management because of its effectiveness and efficiency which have been proven to be able to accelerate performance. But to achieve this, it is necessary to have good and correct IT management. The problem is that there are often differences between the initial requirements and the actual requirements the customer wants. To solve these problems an engineering approach was implemented which eventually became Requirements Engineering. With the application of these methods, it is expected to produce software that suits user needs. The system used in this study is one of the systems found at the Indonesian Education University called the Integrated Online Learning System (SPOT). This system is a web-based application system that can be used to replace face to face or as a complement to learning. This research was made using the WebQual 4.0 method with three main dimensions of WebQual namely Usability, Information Quality and Service Interaction. This research was conducted using a questionnaire and tested through a classic assumption test and regression analysis. The population of this study were students and lecturers at Indonesian university of education. From the calculation process the results obtained from the usability variable of 3,797 with an average of 474,625, which means the SPOT system is easy to use among students and lecturers, the Information Quality variable is 3215 with an average of 459.28 which means that the information conveyed through the SPOT system is of high quality , Service Interaction Quality variable of 3097 with an average of 442.42, which means that the SPOT system service is of high quality.
Keywords: Requirement Engineering, WebQual 4.0, Usability, Information Quality,Service Interaction
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| Corresponding Author (Budi Laksono Putro)
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124 |
Computer Science Education |
ABS-113 |
Development of Smart Education education service systems to achieve Education 4.0 Rizky Rachman Judhie Putra, Budi Laksono Putro, Heri Sutarno
Computer Science Education Department
Faculty of Mathematics and Science Indonesia University of Education
Bandung, Indonesia
Abstract
The Industrial Revolution 4.0 is characterized by the use of intelligent technology in the Industrial field. The use of smart technology in education is an impact on Industry 4.0. SMART Education is an intelligent technology-based education system innovation in the era of the industrial revolution 4.0. Smart Education offers education system innovation solutions based on smart learning environments, methods and evaluation of learning. Developed countries are competing to realize their smart education education innovations. The Smart Education project has been carried out globally in recent years. The Smart Education project began in Malaysia 1997, Singapore 2006, Finland 2011, Australia 2012, South Korea 2012, United Arab Emirates (UAE) 2012, and New-York 2014. This research aims to develop a smart education education service system to realize Education 4.0. Development of smart education education service systems is built based on service engineering methods, Service-Oriented Architecture (SOA) architecture and Web Services technology. The development of a smart education education service system consists of 4 (four) main problems, namely: 1. The model of learning services for Smart Education; 2. Application of service computing technology for Smart Education, 3. IT service architecture for Smart Education, and 4. Analysis and optimization of Smart Education service systems. Smart Education prototype test results can improve the education service system.
Keywords: Education 4.0, Industrial Revolution 4.0, Smart Education, Service-Oriented Architecture, Service Engineering
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| Corresponding Author (rizky rachman rachman)
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125 |
Computer Science Education |
ABS-115 |
The Snake and Ladder Game for Critical Thinking on the Computer System Subject Eka Fitrajaya Rahman, Safitri Nurjanah, Mahmoud Fahsi, Lala Septem Riza
Department of Computer Science Education, Universitas Pendidikan Indonesia
EEDIS Laboratory, Djillali Liabes University, Algeria
Abstract
Learning by using multiplayer games can stimulate students to discuss and think critically. Therefore, this research is intended to develop a multiplayer game, the snake ladder game, for learning computer systems. The division of groups and methods of discussion using the method of Student Team Achievement Division (STAD), which consists of apperception, delivering material, discussion, quiz, progress report, and final rewards. The game is implemented using multiplayer games based on interactive multimedia, which contains learning material, quizzes, tests, and issues that need to be discussed. To test this application in an experiment, we use two classes as an experimental and control group. The results obtained indicate that there is an increase in students cognitive, a good response to multimedia that is developed, and can be used as a medium for students to think critically.
Keywords: Learning Media, Serious Game, Critical Thinking
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| Corresponding Author (Eka Fitrajaya Rahman)
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126 |
Computer Science Education |
ABS-116 |
Improving the Quality of Reading and Writing with Multimedia-based Teaching Material Training and Digital Literacy in Primary Schools at Rancabolang Gedebage Bandung Heri Sutarno, Budi Laksono Putro, Rizky Rachman Judhie Putra
Computer Science Education Department
Faculty of Mathematics and Science Indonesia University of Education
Bandung, Indonesia
Abstract
Education is very important for a nation in developing its human resources. This research supports a consistent, systemic and sustainable "school literacy movement" program. The purpose of the PKM of the Patronage Village is to create the habit of reading from teachers, staff, and students at the Primary School in Rancabolang, Gedebage, Bandung. The objectives of this study include 1). Improving School Quality with ICT Training, and Student Reading Interest in Primary Schools at Rancabolang Gedebage Bandung. 2) Training on making Multimedia-based Teaching Materials to improve the quality of learning of teachers at Primary Schools in Rancabolang Gedebage Bandung. 3) Training on making graphics to support Multimedia-based Teaching Materials. 4) Increasing students interest in reading with literacy based on the Learning Management System (LMS) at Elementary Schools in Rancabolang Gedebage Bandung. The target of this activity is the teachers and students at Rancabolang Elementary School. This activity output produces LMS for Digital Literacy.
Keywords: Literacy skills, Multimedia-based teaching materials, Digital literacy
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| Corresponding Author (Heri Sutarno)
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127 |
Computer Science Education |
ABS-119 |
The Implementation of Interactive Multimedia on Didactical Design Research to improve learning experiences in students Eka Fitrajaya Rahman, Maharani Pramesti, Lala Septem Riza, Didi Suryadi
Universitas Pendidikan Indonesia
Abstract
One of the problems behind this research is the learning difficulties experienced by students on the structure of the repetition algorithm algorithm. Context problems (problems) that are not familiar or foreign to someone often make it difficult for them when trying to find the answer. Lack of mastery of basic concepts or lack of experience working on problems related to pseudecode, also influence the emergence of difficulties when working on the problem at hand. The emergence of difficulties in learning basic programming can also be caused by factors students who are less motivated in learning. Therefore, this study aims to develop a learning method using the Didactical Design Research (DDR) approach with multimedia assistance to help identify students difficulties and help find solutions. There are two stages in this study, namely the first one is to identify learning obstacles, and then is to build and implement interactive multimedia based on DDR to students. Based on the results of research and discussion it can be concluded that: 1) The form of interactive multimedia based on a didactic design containing the learning structure of the repetition algorithm “for”, “while do”, “do while” which is packaged in the form of interactive multimedia and contains questions and also stimulus that can guide students in understanding the structure of the repetition algorithm; 2) Almost all students show a positive attitude towards learning media by using interactive multimedia based on didactic designs. In the future, DDR will be developed for improving students’ critical thinking.
Keywords: Algorithm and Programming, Learning Media, Research Methodology, Computer Science Education
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| Corresponding Author (Eka Fitrajaya Rahman)
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128 |
Computer Science Education |
ABS-120 |
Logic and Computer Algorithms Educational Game for non-IT vocational students Annisa Larasati, Harsa Wara Prabawa, Jajang Kusnendar
Universitas Pendidikan Indonesia
Abstract
The interest of Vocational High School students in learning theoretical material that is not from their field of expertise is very low. This is partly because students consider the material not directly related to the skills needed in their vocational fields. contextual material that seems absurd, because it is sometimes taught without the help of adequate media and practical activities, is another reason for the lack of student interest in this material. This research aims to build an educational game that can be used as a learning aid, especially in the material of logic and computer algorithms; and measuring the effectiveness of the use of educational games on increasing student understanding. This research is development research, in which media prototype design is tested several times to different subjects to get a media design that suits your needs. in relation to understanding, the media was tested on 103 students in one of the non-IT Vocational High Schools in the Bandung City area. From the results of this study note that in general, students gave very good responses regarding this educational game. The majority of students think that this game is interesting, and can help provide understanding and increase student motivation. however, this educational game is only able to help students understand at the low order level of thinking. for more complex problem-solving cases, other media assistance is needed in constructing student understanding to a higher level.
Keywords: Educational Game, logic and computer algorithms
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| Corresponding Author (Harsa Wara Prabawa)
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129 |
Computer Science Education |
ABS-132 |
DEVELOPMENT OF STUDENT PRESENCE REPORTING SYSTEM USING WHATSAPP GATEWAY WITH BROADCAST METHOD ANDROID-BASED Wahyudin, Deni Martin
Universitas Pendidikan Indonesia
Abstract
This research study about lack of information that can be conveyed by schools about student attendance to they parents and study about conventional attendance documentation process. The purpose of this research is: (1) design and build a student attendance reporting application using whatsapp gateway for parents to control of their kids and can help users in the presence process. The development model used in this study is prototyping which consists of stages: (1) Listen to customer, (2) Build revize mock-up, (3) Customer test drive mock-up. Data collection techniques using TAM (Technology Acceptance Model) and using the rating scale as a calculation method, with the results of the research is: The level of eligibility of student attendance reporting systems reviewed by aspect perceived usefulness is 86% with a very good category, Perceived Ease of Use of 90% with very good category, Behavioral Intention is 90% with very good category, Actual use is 90% with very good category, Attitude Toward Using is 90% with very good category, with an average rating is 89%. from the result of eligibility level shows that the student attendance reporting system can help user to make a presence process and worthy for use
Keywords: student presence, presence system, Android, Technology Acceptance Model, prototyping
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| Corresponding Author (Deni Martin)
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130 |
Computer Science Education |
ABS-141 |
LGate-S: Simulation Media for Learning Logic Gate Harsa Wara Prabawa, Rizky Rachman Judhie, Jajang Kusnendar, Erni Nuraeni
Universitas Pendidikan Indonesia
Abstract
Learning process in Vocational High Schools (SMK) has different characteristics from public schools which is more focused on productive subjects or practices. This condition is a particular obstacle, especially if students are confronted with material that tends to be conceptual, such as a Computer System. Computer System Material is material that studies the concepts of mathematical calculations that occur in the computing process. The inaccuracy of student knowledge on the basic concepts of Computer Systems will have an impact on the mastery of the material in other learning. This study tries to develop a learning type of simulation type because theoretically simulation is considered more effective in helping students with high levels of anxiety in understanding a topic because it presents a series of contextual objects/content that demands student involvement in conducting experiments. This simulation media was tested on 84 Vocational High School students in the IT field in several schools in the city of Bandung. From three times of media testing, the results are obtained that the simulation media can make students better understand the concept of abstract logic material because the material is visualized by simulations on electric circuit illustrations that are made as if the user is in a real situation. Nevertheless, the simulation media still need to be improved, especially in terms of the scenario of the presentation of the exercise and the complexity of the cases presented.
Keywords: Simulation, logic gate, computer system
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| Corresponding Author (Harsa Wara Prabawa)
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131 |
Computer Science Education |
ABS-159 |
A COOPERATIVE SCRIPT LEARNING METHOD APPLICATION ASSISTED BY INTERACTIVE MULTIMEDIA TO IMPROVE STUDENTS‘ COGNITIVE ASPECT OF 10TH GRADE AT VOCATIONAL HIGH SCHOOL Munir, Donni Triosa
Departement of Computer Science Education
Universitas Pendidikan Indonesia
Jln. Dr SetiabudhiNo.229 Bandung 40154 INDONESIA
Abstract
The background of this research is due to problems in learning computer systems at school. The purpose is to find out the improvement of students cognitive aspects by applying a cooperative script method assisted by interactive multimedia on the subject of computer system. The method used is an experimental method with a quasi-experimental form. The research design used is a nonequivalent control group design. Before conducting the research, the multimedia was validated first by the expert of material and the expert of multimedia. Based on the data processing, the result are 1) the improvement of cognitive aspect in a control class has a gain index 0.37, while in the experiment class is 0.78. 2) The multimedia has a good response from the students and reached the percentage of 78.51%.
Keywords: Cooperative Script, cognitive aspects, interactive multimedia
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| Corresponding Author (Munir Munir)
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132 |
Computer Science Education |
ABS-163 |
DIGITAL EXAM SYSTEM WITH ESSAY FORM TO INCREASE STUDENT INTEGRITY ON THE EXAM Rani Megasari, Munir, Regi Ismayana Pratama
Departement of Computer Science Education
Universitas Pendidikan Indonesia
Jln. Dr SetiabudhiNo.229 Bandung 40154 INDONESIA
Abstract
This resreach is motivated with problem of student who cheat while exam that reflect to their integrity. Cheating can interfere evaluation process. Exams that use computer/smartphone are still many using multiple choice question that are not same as using paper based that has more variation type of question, especially essay question, so a systes was made for essay type question. One of method that can be use for essay scoring are term frequency, n-gram, and cosine similarity. Concept of the methode are comparing keyword answer as query and student answer as document then get score of student answer. This method can also be use in other way, that is comparing ansewers between students where the result is score of similiarity student answers. Student answers that have 75% similarity will be considered by system as cheating which is expected to prevent cheating and increase student integrity. To test this system, experiments where conducted on student behavior when they knowing the system can only assess the answer and student behavior when they knowing the system can find out shich students are cheating. The result of experiment are: (1)This Resreach produced a system for exam with essay type. (2) Result of scoring student answer get the Mean Absolute Error (MAE) of 10.101 in the pre-test and 6.297 in the post-test and Pearson Correlation Coefficient Result of -0.0283 in the pre-test and -0.0286 in the post-test. (4) Result of system implementation on student integrity get a value of 60.588% in the pre-test and 88.235% in the post-test. But the number of students with similar answer are increased from 45 answers in the pre-test to 51 answers in the post-test.
Keywords: Evaluation, Term Frequency, N-Gram, Cosine Similarity, Exam, Student Integrity, Student Cheat.
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| Corresponding Author (Rani Megasari)
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133 |
Computer Science Education |
ABS-175 |
Achitecture of Interactive Multimedia Game Based on TANDUR Strategy to Improve Students’ Concept Undersanding in Basic Programming Subject Eddy Prasetyo Nugroho, Enjang Ali Nurdin, Munir, Intan Permatasari
Departement of Computer Science Education
Universitas Pendidikan Indonesia
Abstract
This research aims to design and build interactive multimedia game based on TANDUR strategy to improve SMK sudents’ concept understanding in Basic Programming subject. Quantum teaching learning model TANDUR strategy means Tumbuhkan (Grow), Alami (Experience), Namai (Name), Demonstrasi (Demonstration), Ulangi (Repeat), and Rayakan (Celebrate). Researc data gathered from field survey quastionnaire and interviewing RPL subject teacher in one SMK in Bandung. Reserch results are: 1) interactive multimedia game has been developed and rated good so that it is worth applying with percentage of 80% from media expert and 83% from content expert and 76% from students’ assessment. 2) interactive multimedia game improves students’ concept understanding by gain index, before using interactive multimedia game average score for over achiever or upper group was 60 after using interctive multimedia game 86.3, average or middle group from 36 to 72.9, and under avhiever or lower group from 35.4 to 61.
Keywords: Multimedia, Game, Quantum Teaching Learning Model, TANDUR Strategy, Concept Understanding
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| Corresponding Author (Eddy Prasetyo Nugroho)
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134 |
Computer Science Education |
ABS-177 |
DEVELOPMENT OF THREE DIMENSIONAL BASED LEARNING MEDIA BARCODE FOR BASIC SCHOOL Ria Triayomi (a*), Theresia Widyastuti (b)
(a) Department Of Teacher School Education Teacher, Catholic Musi Charitas University,
Jalan Bangau No.60 Palembang 30113, Indonesia
(b) Department Of Psychology, Catholic Musi Charitas University,
Jalan Bangau No.60 Palembang 30113, Indonesia
Abstract
This research aims to produce a valid and practical barcode-based three-dimensional learning media for primary schools and have the effectiveness on learning outcomes in learning Science. The module based on website was developed through three stages, namely needs analysis, design/planning stage, development and implementation stage. To view its validity had evaluated by experts, to look at its practicalities had used one-on-one evaluation and small groups’ evaluation, while to look at the effective had used field test and student’s activity. The results showed that the evaluation of experts amounted to 4.27 with very valid criteria, the results of questionnaires student response data showed an average of 76%. Learning outcomes with score gain score of 0.78 with high category. Students activity is 85.4% with very good criteria. The development of three-dimensional based learning media developed has been valid, practical, and has effectiveness on student learning outcomes and activeness.
Keywords: Three Dimensional Learning Media, Barcode Based, Elementary School.
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| Corresponding Author (Ria Triayomi)
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135 |
Computer Science Education |
ABS-182 |
THE EFFECT OF IMPLEMENTATION OF SIMULATION GAME LEARNING MULTIMEDIA LEARNING IN EXPLICIT INSTRUCTION METHOD ON THE EFFECTIVENESS OF LEARNING BASIC NETWORK Sofi Ismarilla Wardani, Jajang Kusnendar, M.T, dan Asep Wahyudin,M.T
Computer Science Education, Indonesia University Of Education Jl. Setiabudhi Number 229 Bandung, Indonesia
Abstract
This study aims to determine the increase in learning outcomes and measure the effect of multimedia learning simulation games on the explicit instruction method on the effectiveness of learning. The research method used in this study is a mixed-method using a concurrent embedded/nested strategy. Obtained data average value of pretest obtained by 53.85, while the average posttest value of 79.15. From the two average values, it can be obtained a gain value of 0.53 which indicates an increase in student learning outcomes after using multimedia learning assisted with simulation games. Multimedia learning partially has a significant effect on the effectiveness of learning with the acquisition of T value of 2,043. While the Simulation game partially does not have a significant effect on the Effectiveness of Learning with the acquisition of T count of -1.666. Simultaneously learning multimedia and Simulation games have no significant effect on the effectiveness of learning with the acquisition of F count of 2.087. Simultaneously learning multimedia and Simulation games have no significant effect on the effectiveness of learning with the acquisition of F count of 2.087.
Keywords: Explicit Instruction Method, Application of Learning Multimedia, Simulation Games, Learning Outcomes, Learning Effectiveness, Basic Networks.
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| Corresponding Author (Jajang Kusnendar)
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136 |
Computer Science Education |
ABS-183 |
Application Model Of A Visual, Auditory, Kinesthetic (VAK) to Improve the Cognitive Domain of Vocational Students in Basic Computer and Network Anas Anshori Safari, Enjang Ali Nurdin, Jajang Kusnendar
a) Computer Science Education, Indonesia University Of education
Jl. DR. Setiabudhi No.229,Bandung, Indonesia
b) Faculty of Mathematics and Science Education
Abstract
This research aims to measure the improvement of students understanding skills after treatment or treatment using Visual, Auditory, and Kinesthetic (VAK) based multimedia models on computer subjects and basic networks. This research discusses several things as the following 1) design and development of a multimedia-based VAK Model; 2) influence of Model-based VAK mutimedia on improving students understanding. 3) Multimedia eligibility by implementing VAK learning models in computer and basic network subjects. The method of research used is quantitative with the stage of multimedia development using water-fall method. The research Data is taken from the interview to the teacher to the teaching subjects as the object of this study. From this study obtained results: 1) This stage of multimedia development from the design level, designing, validation of ex-perts, to testing and testing, conducted tests by me-dia experts and material experts using question-naires based Learning Object Review Instrument (LORI. This multimedia feasibility is rated very decent with the assessment of media experts having an average of 85.40% and expert assessment of material has an average of 84.75,%
Keywords: Visual, Auditory, Kinesthetic (VAK), Multimedia Education, VAK, Visual, Auditory, Kinesthetic.
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| Corresponding Author (Jajang Kusnendar)
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137 |
Computer Science Education |
ABS-194 |
Using Animated Multimedia in Computer and Basic Network Subject wahyudin, munir, muhamad nursalman, yaya wihardi, Enjang Alinurdin, Herbert
UPI.
Abstract
This research aims to determine how the application of demonstration teaching method based on multimedia animation can improve learning outcomes on subjects Computer and Basic Network at Vocational High School 11 Bandung. The aims of study are 1) Analyzing the application of Demonstration teaching method based on multimedia animation can improve learning outcomes on the subjects of Computer and Basic Network, 2) Analyzing the influence of Demonstration teaching methods implementation based on multimedia animation can improve learning outcomes on subjects Computer and Basic Network, 3) Analyzing the students response for application of Demonstration teaching method based on multimedia animation can improve learning outcomes on the subjects of Computer and Basic Network. The method used in this research is quasi experimental method with non equivalent control group design that uses 2 classes as research object. The number of sample used is 70 people taken from the students of class X MM 1 as the experiment class and X MM 2 as the control class. Based on the results of the study there are improvement from the control and experimental class as well. The improvement is categorized in low category. This is proved by the results of a gain test that shows the value of 0.13 while in the experimental class as much as 0.27. It shows that the implementation of Demonstration teaching methods based on multimedia animation can improve learning outcomes in subjects Computers and Basic Network higher by 27% compared to without using multimedia that is equal to 13%. In addition, this multimedia also has a high influence on student interest in learning. While the results of the assessment in the form of student questionnaires to the multimedia showed in the category very well by obtaining the average value of 83.73%.
Keywords: Demonstration, Multimedia, Animation, Learning Outcome
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138 |
Computer Science Education |
ABS-202 |
TPS-Based Interactive Multimedia to Improve Learning Effectiveness Wildan Juliardi, Rasim, Eka Fitrajaya Rahman, Munir
Department of Computer Science Education
Universitas Pendidikan Indonesia
Jl. Setiabudi No. 229 Bandund Indonesia
rasim[at]upi.edu
Abstract
Teacher-centered learning models make student activities limited. Though the effectiveness of learning can be seen from the activities of students in learning. For this reason, students need to be invited to think, discuss, and share with others. This research was conducted to test the Think-Pair Share model in the effectiveness of learning. This research uses the advantages of interactive multimedia that implements the model. research results can be seen from the students response to multimedia is 90% in this case means that multimedia is very helpful in student-centered activities and cognitive improvement with a gain value of 0.41 in the medium category.
Keywords: Interactive multimedia, think pair share models, Learning Effectiveness
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| Corresponding Author (Rasim Rasim)
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139 |
Computer Science Education |
ABS-208 |
2 Dimensions Interactive Media Learning Good Manners For Children Elementary School Chaerur Rozikin (a*), Jajam Haerul Jaman(b), Iqbal Alexander Gumelar (c)
1. Singaperbangsa Karawang University
2. Computer Science Faculty
Abstract
Begin, children are often presented with a cartoon or animation 2 that is not appropriate to the age, many other elements in the childs watch such as violent elements, filthy elements and others that make a change in behavior Children because of the growing age, the development of child behavior is still growing based on the experience that children see from the current spectacle. Lack of parental supervision in sorting child views makes children free to watch what content they see. The use of 2-dimensional animation technology and interactive learning media aims to attract students as a learning behavior as well as entertainment to be attracted by children. Methodology used in this study is Multimedia Development Life Cycle (MDLC) with tools used in building applications such as Adobe Illustrator CC 2017, Adobe After Effect CC 2017, and Visual Novel Maker. The app successfully features 2-dimensional animations and interactive learning inside. The applications test implementation uses a paired sample test-T which generates a significant percentage rate of t count = 10.23 > t table value = (? = 0.05, df = 29) = 1.699 so that Ho is in the rejection area and H1 is accepted. Then there is a difference between before and after using the application, it can be said that the application can increase the understanding of students by shown the sample data x ?1 = 66.3 x ?2 = 82.3. As well as the result of a questionnaire to 30 students using the rating scale get results 82,3% of students choose very agreed, so it can be concluded that the application deserves to be used as a media Learning ordinance behave well.
Keywords: Multimedia; Interactive; 2D; animation; Education
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| Corresponding Author (Jajam Haerul Jaman)
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140 |
Computer Science Education |
ABS-214 |
DEVELOPMENT OF A MOBILE LEARNING FRAMEWORK FOR VEGETABLE FARMING IN INDONESIA Erlangga
Universitas Pendidikan Indonesia
Abstract
In vegetable production, farmers face many obstacles, such as the problems related to seeds, pest and disease control, commodity prices, and marketing of produces. There is almost no useful information and technology easily accessible to improve the situation. With the better penetration of the Internet to the villages and the wide availability of inexpensive mobile devices, mobile learning provides a good solution. This study is aimed to create a mobile learning framework that provides information and interactive communication about vegetable production needed by farmers. The method used was Science Research Design Methodology (DSRM) with a framework approach to instructional design of ADDIE (Analysis, Design, Development, Implementation, and Evaluation). Usability surveys of the proposed prototype to farmers, extension agents (field technical assistants), and researchers, result in 79.4%, 87.3%, and 87% satisfaction rates, respectively, in information needs fulfillment. Summative test in the aspect of User Acceptance Test of validity and reliability indicated that the prototype could be used by farmers. Based on the assessment by experts, 87.3% of them agreed that the mobile learning framework for vegetable farming could provide learning information about vegetable production.
Keywords: Mobile Learning, Vegetable Farming, Design Science Research Methodology (DSRM), Instructional Systems Design (ISD), ADDIE (Analysis, Design, Development, Implementation, Evaluation)
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| Corresponding Author (Erlangga K.Moekasan)
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141 |
Computer Science Education |
ABS-217 |
The Implementation of Project Based Learning to Improve Student Creativity and Learning Outcomes Enjang Ali nurdin, Wahyudin
UPI
Abstract
This research applied Project Based Learning in the Information System on Education Management (SIMP) course to see its effect on the creativity and learning outcomes of the student. The method used in this research is One Group Pretest-Posttest Design. Meanwhile one of the outcomes of this research is the design of SIMP. The results showed that the implementation of Project Based Learning learning methods in the Information System on Education Management course significantly influenced the level of student creativity and learning outcomes proved by the differences between pretest and posttest mean reached value of 30,5 and also normalized gain reached 0,60 which is included in moderate category. Based on hypothesis test there is significant differences after student get the implementation of project based learning to improve creativity and learning outcomes which is proved by tcount value (6,418) and Sig. Value (0.000) is bigger than 0.05.
Keywords: Information System on Education Management (SIMP), Project Based Learning, Learning by Design, One Group Pretest-Post Test.
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142 |
Integrated Science Education |
ABS-256 |
The Implementation of Education for Sustainable Development in Adiwiyata School Yosi Nurira Adriyanto, Dwi Nowo Martono, Nadiroh, Tri Edhi Budhi Soesilo
Universitas Indoneisa
Abstract
Education for Sustainable Development (ESD) provides a holistic perspective to act sustainably through activities directed to the community. The Adiwiyata program develops students behaviour and through good school governance to support sustainable development but has several problems and obstacles including less understanding of the concept of an environmentally friendly school, lack of communication and human resources, and there is no statistical data on the environment perception or environmental awareness in Indonesia. This study aims to analyze school potencies in ESD implementation and expect Adiwiyata school to be able to contribute to the implementation of ESD in Indonesia. Six school leaders in Jakarta were interviewed to gather information on school potencies for the implementation of ESD in Adiwiyata schools. The results show that both schools have obstacles in the process of implementing policies and activities with the concept of sustainability even though they have the potencies to implement the ESD program.
Keywords: ESD, Adiwiyata, implementation, education, school
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| Corresponding Author (Yosi Nurira Adriyanto)
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143 |
Integrated Science Education |
ABS-16 |
DESIGN VIDEO LEARNING AS TUTORIAL TO USING DENSITY TAB TESTER Deny Sutrisno; Barmi Hartesi
Sekolah Tinggi Ilmu Kesehatan Harapan Ibu Jambi
Abstract
The purpose of this research was to make video-based learning media as a guide to using Density Tab Tester and to know the feedback from the video. Methods of learning Media development through 6 development steps were: (1) analyzing the needs of learners; (2) Formulating learning objectives; (3) Formulate material items; (4) Develop an evaluation instrument; (5) Writing the script and taking pictures; (6) Perform feedback retrieval (N = 132). In addition to these six steps, expert validation levels were also carried out before field trials. This research produced products in the form of instructional video learning use of Density tab tester
Keywords: Learning Video; Learning Media; Density tab tester
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144 |
Integrated Science Education |
ABS-25 |
The Teachers’s Scientific Competence Profile Based on Higher Order Thinking Skills (HOTS) Perspective Eka Danti Agustiani(a*), Nuryani Y. Rustaman (b), Ana Ratna Wulan (b)
a) Pusat Pengembangan dan Pemberdayaan Pendidik dan Tenaga Kependidikan IPA
Jalan Diponegoro 12 Bandung 40115, Indonesia
b)Universitas Pendidikan Indonesia
Jalan Setiabudi 229, Bandung 40154, Indonesia
Abstract
The scientific competence indicators used by OECD in PISA year 2015 are (1) describe phenomena scientifically, (2) design and evaluate scientific enquiry, and (3) interpreting data and evidence scientifically. Those indicators are compatible with HOTS perspectives as they need the three highest cognitive process dimension namely analyse, evaluate and create. To fostering students scientific competency in science learning, teachers must be mastering it first. This study aims to get the teachers scientific competences profile based on OECD indicators in HOTS perspective. From written test done by teachers, it was found that capability in performing those three scientific competence indicators are still in less qualified.
Keywords: Teacher; Scientific competence; HOTS
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| Corresponding Author (Eka Danti Agustiani)
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145 |
Integrated Science Education |
ABS-282 |
Solar Walk Ads+ : Explore Space As A Multimedia to Improve Students’ Understanding and Believe in Learning Solar System Renita Novitasari; Hayat Sholihin; Eka Cahya Prima
Universitas Pendidikan Indonesia
Abstract
The research is the first research that opens up our Universe from a mobile application called Solar Walk Ads+: Explore Space to improve students’ understanding and believe in learning Solar System. Assisting the students in understanding the situation of the Solar System to make the abstract fact clearer and increase the students’ believe in performing task. The work has begun to collect the data of students’ post-test and pre-test using quasi-experiment design participated by 12 students in 7th grade of a private school in Bandung, West Java.
After the data was collected by the implementation of Solar Walk Ads+: Explore Space application with the instruments such as observation sheets, worksheets, questionnaire, and objective test, the data analysed based on three different concepts, the higher improvement shows in the concept of the Solar System’s effect on the phenomenon on the Earth. Meanwhile, the students’ believe effect after learning with this application resulted in the better improvement shown for the lower achiever students rather than the higher achiever students. Finally, this research recommends to held research that finds out whether the improvement is better if learning Solar System using Solar Walk Ads +: Explore Space also motivates students to learn.
Keywords: Solar Walk Ads+ , Interactive Media, Students’ understanding, Students’ believe, Solar System
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146 |
Integrated Science Education |
ABS-283 |
Implementing Project-Based Learning to Improve Students Creative Disposition, Creativity and Understanding in Learning Light and Optics Indah Laelasari Efendi, Eka Cahya Prima
Universitas Pendidikan Indonesia
Abstract
The purpose of this research is to investigate the effect of implementing project-based learning on students’ creative disposition, creativity, and understanding in learning light and optics. The method that was used in this research was experimental research. The sample was taken by purposive sampling technique in experimental class (n= 21 students) with the population of 8th grade students at Junior High School in Bandung. The experiment class was given treatment using Project-Based Learning. The result shows that creative disposition appear for 74.95 minutes of the total appearing time of all creative disposition indicators. Then, the result of students’ creativity was 69.73% which categorized as good. According to the result of analysis of students’ understanding, proves that there is improvement in students score in learning light and optics after the implementation of project-based learning. This result can also be seen by the significant 0.001 which means there was improvement in students; understanding. The recommendation of this research is to try to conduct the research in different topic.
Keywords: Project-Based Learning, Creative Disposition, Students’ Creativity, Students’ understanding, light and optics
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| Corresponding Author (Indah Laelasari Efendi)
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147 |
Integrated Science Education |
ABS-284 |
Android Based Application FAWless (Food Assist Wasteless) as Innovative Solution on Reducing Food Waste Putri Sekar Melati (a*), Sulistinayah Suwaka Putri (a), Rossy Andini Herindra Putri (a), Lilit Rusyati (a)
a)Department of Science Education, Universitas Pendidikan Indonesia, Jl.Dr. Setiabudhi No. 229 Bandung 40154, Indonesia.
*putrisekarmelatiimel[at]upi.edu
Abstract
Food and Agriculture Organization of the United Nations (FAO) stated that one third of global food production became food waste. Therefore, food waste issue become worldwide concern that needs concrete and innovative solution combined with latest technology. These facts are the reasons why FAWless (Food Assist Wasteless) is made. This android based application is made to reduce food waste that is produced by society by helping them by distributing their extra food or almost expired food so that it is not wasted. Besides, FAWless is also made in order to put food waste into use. This research use descriptive method. The samples are grouped into four categories which are student, student dormitory, household, and small and medium enterprise .The result shows that samples are able to install and use FAWless application to distribute their extra food. The extra food is categorized into meal, snack, beverages, fruit and vegetable, expired food, fruit and vegetable waste. The samples can also donate money through FAWless for operational cost. Once the sample used FAWless, the food or donation will be picked up and distributed to people in need.
Keywords: Android based application, FAWless, food waste
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| Corresponding Author (Putri Sekar Melati)
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148 |
Integrated Science Education |
ABS-288 |
Shake It Up as Android Mobile Learning Application based on Earthquake Mitigation for Junior High School Students Gita Sukmawati, Eka Cahya Prima, Eliyawati
Universitas Pendidikan Indonesia
Abstract
Indonesia is situated in geologically unstable area called the Pacific Ring of Fire which faces the risk of powerful earthquakes with potentially devastating effects. The most effective measure to be taken against earthquake and other natural disasters are knowing what to do when it happens. This issue intended the researcher to build a mobile learning application for earthquake mitigation using game-engine software called Unity 2D. Generally, the process of developing the mobile learning application consist of several steps: (1) preparation stage which consist of problem identification and formulating objectives, literature review, and constructing the instrument; (2) development stage also consist of several stages which are making the flowchart, storyboard, software necessity analysis, hardware necessity analysis, and coding. The method that used in this research was descriptive. The subject was 30 students of Laboratorium Junior High School in Bandung and one science teacher. The experts on content, language and artwork were evaluated the mobile learning application. The result of the experts’ judgment content scored 83.33%, 87.5% on language content and reached 93.75% on artwork (IT) aspect. The overall result of mobile learning application for earthquake mitigation is adequately received a good evaluation from every aspect.
Keywords: Earthquake, Android, Mobile learning
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| Corresponding Author (Gita Sukmawati)
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149 |
Integrated Science Education |
ABS-36 |
Development of Engage, Research, and Present (ERP) Instructional Model to Promote HOTs and 21st Century Moral Values: a Fuzzy Delphy Method S. Haryati (a*), S. Sukarno (a), S. Siswanto (b), B. Subali (c)
a) Faculty of Teacher Training and Education, Universitas Tidar, Magelang, Indonesia
*sriharyati[at]untidar.ac.id
b) Department of Natural Science Education, Universitas Tidar, Magelang, Indonesia
c) Department of Physics education, Universitas Negeri Semarang, Semarang, Indonesia
Abstract
Higher order thinking skill (HOTs) dan 21stcentury moral values are pivotal skills to be mastered by student collegein todays’ digitalized era. These are a part that has to be existing and facilitated during students carrying out the learning process. Therefore, this study aims to develop an instructional model called “Engage, Research, and Present (ERP)” model to promote students having HOTs and 21st moral values. The Fuzzy Delphi Method (FDM) was employed to determine consensus among a panel of several experts. They come from educational and psychological experts (i.e. researchers) and teachers who have experience at least 10 years. They should evaluate the ERP model encompassing 12 sub phases. Five sub phases are included in Engage, five in Research, and two sub phases encompassed in Present. Based on FDM approach, ERP instructional model provides several activities identified facilitating HOTs and 21st century moral values in science and social science learning.
Keywords: HOTs; 21st Century Moral Values; ERP model; Fuzzy Delphi Method
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150 |
Integrated Science Education |
ABS-292 |
The Development of ‘E-Layer’ Android Mobile Application as Interactive Multimedia in Earth Layer Topics for Junior High School Eksa Nursafira Sunarya, Eka Cahya Prima, Yaya Wihardi
Universitas Pendidikan Indonesia
Abstract
Technological developments in this era are experiencing rapid progress. Especially in the field of science, everyone refers to education that will trend in the 21st century. Where education will become very modern with the help of many technologies to support student learning. The android-based application is nowdays used in order to engage students’ understanding of science learning. In this work, we will propose a android learning application, named “E-Layer”, as interactive multimedia for learning science. This application discusses physical material on the topic of the earth layer. This application is made using Unity software. Unity is software that can make applications for games or learning applications in two dimensions or three dimensions that are packaged in an interactive multimedia display. Researchers have evaluated this device. The results showed that based on content expert evaluations, the average mobile learning score was 96%, language evaluation based on experts was 82.50%, and media design (IT) rated an average of 87.93% from the range 88 , 81%. As well as based reviews from science teachers and junior high school students the percentage of mobile learning applications is 90.55% and 92.50. Based on this, the Android mobile application is very suitable for use as a learning application. This application is dynamically designed and equipped with various supporting features, such as: images, videos, sounds, multi-language animation settings, and so on. The author suggests that this application can continue to be developed in future studies.
Keywords: E-Layer, Unity, Android Mobile Application, Interactive Multimedia
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