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1.
8th International Conference on Education and Technology, ICET 2022 ; 2022-October:171-176, 2022.
Article in English | Scopus | ID: covidwho-2262850

ABSTRACT

Learning media is an important aspect of learning, especially with the Covid-19 pandemic encouraging the need for students to study online. Based on observations made in several vocational schools in Malang and Balikpapan, books or ppt are media used in learning. There has been no innovation in learning media in the field of sound and image processing technology. To develop interesting learning media and foster student creativity, a mobile learning media was developed using problem-based learning methods in photography and videography for class XI multimedia SMK students to increase student creativity. The R&D model used is Sadiman's version of R&D as follows: 1)need assessment;2)goal setting;3)set of ingredient formulations;4)development of success metrics;5)Create media scripts;6)inspection;7)production ready;Validation was carried out by media experts and material experts, then analyzed using the User Experience Questionnaire (UEQ) method with quantitative and qualitative data types with questionnaire-based data collection methods and feasibility tests on students. The results of the study showed a score of 95.13% for material experts, and 84% for media experts and student creativity as measured by UEQ obtained a score of 76.75%. That is, the percentage has a very good meaning. © 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.

3.
4th International Conference on Computer and Informatics Engineering, IC2IE 2021 ; : 175-180, 2021.
Article in English | Scopus | ID: covidwho-1705763

ABSTRACT

Practical learning on computer maintenance for vocational students during the COVID-19 pandemic cannot be implemented optimally. Hardware access problems that are difficult to reach by students cause the learning barriers in this subject to be even greater. Therefore, through this research, a mobile-based learning media was developed to visualize computer component devices with AR technology and 3D animation. The research method used is the ADDIE model. The research begins by diagnosing the problem, describing needs, and finding appropriate solutions for computer maintenance learning. Next, the product design process and user journey are carried out and then develop applications with 3D animation assets and learning materials. Implementation activities go through an evaluation process to media and content experts to determine the validity of the application. The media and content validation instrument consists of 4 aspects with 46 items. This media is equipped with 3D objects that can be used to help students observe computer hardware. Media validation got a value of 79.49% and was included in the valid criteria so that it could be used in learning. Content validation is in the valid category with a value of 80.2%. Several improvements were made to increase the usability and attractiveness of the media so that students' interest in using the media increased. In the future this media can be applied in learning so that it can be seen the impact, both on learning outcomes, student interest and critical thinking on computer troubleshooting. © 2021 IEEE.

4.
7th International Conference on Electrical, Electronics and Information Engineering, ICEEIE 2021 ; 2021.
Article in English | Scopus | ID: covidwho-1672735

ABSTRACT

Guidance and counseling services have an important role in moral assistance and directing students' talents and interests. The Covid-19 pandemic has hampered Counseling Guidance services because learning activities are carried out online. This study aims to conduct a UI and UX assessment of the counseling application based on the Cased Based Reasoning algorithm called B-Talk. This application was developed with a mobile platform design. Infernalities than the approach used is the User-Centered Design (UCD). The UCD approach is an approach that uses factors human, knowledge of usability techniques, and an interactive approach to developing design and systems. The UI(User Interface) and UX(User Experience) designs that have been produced will be tested with an expert assessment of Counseling Guidance which includes two aspects, namely usability testing and User Experience Question (UEQ). The media validation assessment was obtained from an average value of 89.2% of the standard feasibility without revision. In this case, it can be concluded that the B-Talk application design can be used as its function for Counseling Guidance media for adolescents. © 2021 IEEE.

5.
7th International Conference on Education and Technology, ICET 2021 ; : 171-176, 2021.
Article in English | Scopus | ID: covidwho-1526297

ABSTRACT

Learning during the COVID-19 pandemic has changed and adapted to existing conditions in new ways. To maintain the existence of learning, the integration of ICT in learning is necessary. The integration of learning with ICT that is applied properly can increase the effectiveness of learning and make learning more fun. This study aims to design the user experience of learning media based on Mobile Learning with Augmented Reality technology to increase the motivation of high school students in learning English called ARCALIS. The approach used the User-Centered Design (UCD) approach. The UCD approach is an approach that uses human factors, knowledge, usability techniques, and an interactive approach to developing systems in system design and development. The resulting then tested with the assessment of learning media experts covering 3 aspects, namely Education, Program Display, and Technical Quality. The media validation assessment obtained an average value of 80% with a valid feasibility level without revision, which means that ARCALIS media is good to implement. In the future, ARCALIS can be developed in terms of material content, multimedia content, and learning evaluation with high-order thinking skills. © 2021 IEEE.

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