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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.

2.
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.

3.
2021 International Seminar on Application for Technology of Information and Communication, iSemantic 2021 ; : 59-63, 2021.
Article in English | Scopus | ID: covidwho-1522592

ABSTRACT

Covid-19 pandemic impacts to any aspect of human life, including work activity. For any job which require interview, it will be a very difficult task because any individual must be stay at home and make a physical distancing. An online form can be used to solve the problem, but it seems less interactive and can make interviewees are bored. Chatbot technology can be exploited to make an interactive survey activity during this COVID-19 pandemic situation. Our chatbot is developed to help an acceptance analysis of user perspective to bachelor thesis information system service that is implemented in our department. The questionnaire items is available in our chatbot, also its analysis process is performed in this chatbot system. UTAUT model is implemented for the data analysis, it shows that this system is already accepted by user for positive value in H1, H3, and H4. No difficulties for user while using the system, it is proved by negative value in H2 and H5. The acceptance value is 0.656, it means that the sustainability of bachelor thesis information system service has been confirmed by user.. © 2021 IEEE.

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