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5th International Conference on Vocational Education and Electrical Engineering, ICVEE 2022 ; : 216-220, 2022.
Article in English | Scopus | ID: covidwho-2136342

ABSTRACT

The research aims to reveal the potential of online learning schemes through remote desktop applications used in practical learning of Mikrotik configuration. During the Covid-19 pandemic, almost all educational activities are carried out online. Learning is increasingly dependent on information and communication technology (ICT). Innovation in the field of education is of high urgency. This study was conducted by applying the ADDIE model. This model is divided into five stages: analysis, design, development, implementation, and evaluation. The evaluation stage is carried out at every other step. This research involves students as the test subjects. The results of the study indicate that the proposed learning scheme has the potential to be implemented and developed further. In particular, the proposed learning scheme has produced good learning outcomes, where students have achieved at least 75% of the material well. In addition, the learning responses by students also resulted in good responses. © 2022 IEEE.

2.
3rd International Conference on Research and Academic Community Services, ICRACOS 2021 ; : 290-295, 2021.
Article in English | Scopus | ID: covidwho-1759085

ABSTRACT

COVID-19 pandemic brings changes that have an impact on all fields, including the field of education. This change is due to Indonesia implementing online education conducted at the homes of each student as a precaution against the spread of COVID- 19. Changes in online education have had an impact such as confusing students, students becoming passive, less creative and productive, students facing stress, and reducing student learning motivation. The focus of this research is how to develop gamified mobile learning applications for the digital business model course. Gamification application in mobile is expected to make it easier for students to understand the material, increase students' competitive spirit, and motivate students to learn. This research uses the ADDIE method which is an acronym for Analyze, Design, Develop, Implement, and Evaluate. Data analysis in this study used descriptive analysis. The development of mobile learning apps is expected to be a source of Business Digital Model learning materials and can be used anytime and anywhere by students, especially during the COVID-19 pandemic. Based on the results of the functional test, Gamified Mobile Learning has been well developed and runs as expected. The result of usability testing obtained a score of 80, 67 from media experts which can be concluded that the aspects contained in the usability test such as Potential Effectiveness, Usability and, Satisfaction have given results that are quite appropriate and have been covered well. © 2021 IEEE.

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