Technology becomes a part of today’s lifestyles. Improving the quality of memorizing is significantly related to the development of learning resources through technological innovation. Educational games are one of the learning resources that can improve the memorization skills of PG/Kindergarten students. The purpose of this study was to develop an Android-based educational game as learning media and assess their effectiveness. The development model used was the ADDIE model. This research was conducted at Daar Al Husna PG/Kindergarten in Malang. Validation by material and media experts showed that the Android-based educational developed was very good and worthy of use. The effectiveness of the application of this Android-based educational game was assessed through pretest and posttest score
This study aimed to analyze the problem-solving difficulties of Information Technology Education students in Basic Programming. A qualitative approach with case study research was conducted using data collection techniques such as interviews, document studies, participant observation, and data triangulation. The study revealed that students struggle with problem identification, formulating problem-solving plans, implementing the plans with syntax and semantic errors, and lack of alternative plans. The findings highlight the need to improve programming education and provide students with effective problem-solving strategies. This study has implications for programming educators to develop better teaching methods and tools to enhance student problem-solving skills.
This study aimed to investigate the factors influencing students' behavioral intentions to use e-learning in higher education after the COVID-19 pandemic using the Unified Theory of Acceptance and Use of Technology (UTAUT) model with the addition of a moderating variable, i.e., experience in using e-learning. The data were collected through a survey questionnaire from 200 higher education students in Indonesia. The results indicated that Social Influence and Facilitating Conditions had a significant effect on a person's Behavioral Intention to use elearning, while the experience moderation variable had no significant effect. This finding implies that universities should focus on providing a supportive social environment and user-friendly technology infrastructure to enhance students' intention to use e-learning. Moreover, the result suggests that universities should provide equal access and opportunities for students, regardless of their previous experience in using e-learning.
Penelitian ini dikembangkan untuk meningkatkan hasil belajar peserta didik yang dilatar belakangi oleh kurangnya sumber belajar dan inovasi media pembelajaran dalam dalam proses pembelajaran. Tujuan penelitian ini adalah (1) Mengembangkan multimedia (SIJARANG) pada mata pelajaran administrasi infrastruktur jaringan kelas XI di SMK Dian Indonesia Sidoarjo, (2) Mengetahui kelayakan multimedia (SIJARANG) berdasar Articulate Storyline pada materi administrasi infrastruktur jaringan kelas XI di SMK Dian Indonesia Sidoarjo melalui pandangan validasi dari ahli materi, ahli media dan uji coba peserta didik. Pengembangan ini menggunakan model penelitian (RD). Model pengembangan yang dikembangkan menggunakan model 4-D. Penelitian dilakukan di SMK Dian Indonesia Sidoarjo. Hasil dari penelitian ini adalah media pembelajaran (SIJARANG) berbasis Articulate Storyline dengan perolehan presentase validasi ahli media sebesar 90% , hasil validasi ahli materi sejumlah 90%, dan penilaian dari subjek uji coba sebanyak 89,6% dengan kategori “Sangat Layak”. Dari penelitian tersebut dapat ditetapkan bahwa multimedia berbasis Articulate Storyline mata pelajaran administrasi infrastruktur jaringan di SMK Dian Indonesia Sidoarjo dinyatakan layak digunakan dalam pembelajaran.
Online learning is solution that implemented in the midst of the COVID-19 pandemic. Since COVID-19 pandemic, the learning process at UMSIDA used 100% online learning with UMSIDA e-learning media.It can accommodate students to carry out distance learning. So far, research has not been carried out readiness of students to take part in online learning during the COVID-19 pandemic. Based on this, this research focuses on knowing the readiness of students to take online lectures during the COVID-19 pandemic using discriminant analysis. Based on the results of the analysis of the predictor variable, the strongest differentiator is the flexibility of lecture time (X1) because the variable with the largest coefficient. This means that the variable time flexibility (X1) has the strongest dividing power against online learning readiness during the COVID-19 pandemic. In addition, it also known that according to the student's perspective, the learning media that makes interaction with lecturers the most easy and the learning media that makes it the most easy to understand the material is using video conferencing (Zoom, Google Meet, etc.). On the other hand, choice of the learning system most chosen by students when the COVID-19 pandemic ends is online system 30% and offline 70%.
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