The purpose of this study is to produce instructional media of ICT guidance based on Mobile Learning using Moodle Mobile App that is valid, practical, and effective. This type of research is Research and Development (R & D). The development model used is the ADDIE model. The experimental method used Intact-Group Comparison. The sample was students of class X at SMA Negeri 1 Sungai Geringging. The instrument was validation questionnaire to measure validity, response questionnaires to measure the practice, and post-test questions of multiple choice to measure the effectiveness of developed media. The results showed that media declared valid by the validator assessment, and practically use by teachers and learners. Percentage of classical completeness at experiment group reached 87,5%, and 12,5% for classical incompleteness. While the control group reached 25% for classical completeness, and 75% for classical incompleteness. It means that ICT guidance media based on Mobile Learning using Moodle Mobile App is "valid, practically, and effective" to use in ICT guidance learning process
ViCT or spelled "VISIT", is the name of a web-based application that is being developed to display various points and locations from the campus environment that can be accessed virtually. ViCT aims to help users, students, and the public explore campus with digital freedom of movement anytime and anywhere, educating users about campus facilities and services with an immersive technology experience that is eco-friendly and fun. The application development concept is unlimited visits and easily accessible via desktop and mobile, saving resources and costs. In this chapter, the focus of the researchers discusses the initial digital mapping of the campus environment, which is the object or study area of the development of virtual campus applications with 360-degree panoramic image techniques. Spherical panorama images are the primary basis of the virtual reality environment in this application. Each panoramic image is processed and merged into a unified whole on a web page. Spherical panorama photos captured using ultra-wide-angle lenses at the front and rear of the camera (dual fisheye) generate a visual field with a horizontal and vertical angle of view close to 360 degrees.
In line with the district development program of Dharmasraya regency, namely the Dharmasraya Smart City Program and the implementation of Dharmasraya Smart Education, Edugame is currently one of the favourite innovations being used in the teaching and learning process for the primary school students. This study was aimed at creating a learning innovation using Edugame as a media for conveying information to students as well as inviting students to play. In addition, the approach method used was in the form of media development using the ADDIE (Analysis Design Develop Implementation and Evaluation) development method. This development method was started by conducting the field observations, then designing the Edugame interface to evaluate the shortcomings of the Edugame. From the results of the whiteboard test, it was proven that this application had succeeded in delivering learning materials to primary school students of SDN 08 Pulau Punjung, Dharmasraya Regency, West Sumatra. In sum, the teachers are assisted by the Edugame since the students learn independently to explore each Edugame and try to get the highest score. Keywords: Learning Media; Edu-Game; Learning Innovation; ADDIE.
Certification is a determination given by a professional organization to someone to show that the person has competence, is able to do a specific job or task. Quality Assurance and Learning Development Institute Universitas Negeri Padang (LP3M UNP) currently still issues paper-based certificates manually for each training activity. Issuance of certificates manually turned out to be quite time consuming and inefficient. Then the absence of a verification system that can check the authenticity and ownership of certificates can provide opportunities for certificate forgery. So, it is very important to design and build a web-based electronic certificate application (e-certificate) that is able to generate certificates online and be able to verify the authenticity and ownership of the electronic certificates. This study uses a Research and Development (R&D) approach. This type of development method uses the waterfall approach. At the system design stage using the Unified Modeling Language (UML), and for the database using MySQL. The results of this study are web-based e-certificate applications that are designed successfully to support the process of generating and verifying the authenticity and ownership of electronic certificates online. Based on the results of testing the system with the black box method also shows that all the functionality of the e-certificate application that is designed to run very well and in accordance with user needs.
Model pembelajaran blended learning mengkombinasikan pembelajaran f2f (face-to-face) atau tatap muka dengan online learning class (kelas online) yang kolaboratif. Pembelajaran blended learning yang dikembangkan menggunakan google classroom yang memiliki banyak fitur yang sangat mendukung proses belajar mengajar berbasis digital. Selain memberikan kemudahan bagi mahasiswa dalam belajar, juga memberikan kemudahan bagi dosen dalam mengajar. Dosen dan mahasiswa dapat melakukan proses belajar mengajar di dalam kelas maupun di luar kelas, berdiskusi dan berkomunikasi selama terhubung dalam jaringan internet. Dosen dapat memberikan materi pembelajaran praktikum baik berupa e-book, e-jobsheet, video tutorial, maupun soal latihan melalui penyimpangan awan (cloud storage) yang dikemas dalam bentuk konten digital yang bisa diakses, dipelajari, dan dibagikan melalui internet kapan saja dan dimana saja kepada mahasiswa. Pembelajaran blended learning ini diterapkan pada mata kuliah Praktikum Algoritma Pemrograman. Jenis penelitian adalah R&D, dengan metode pengembangan dengan pendekatan ADDIE, kemudian untuk uji keefektifan menggunakan pendekatan true experimental design (posttest only control design). Hasil penelitian ini adalah implementasi pembelajaran blended learning terbukti efektif dan efisien untuk digunakan dalam proses belajar mengajar khususnya bagi generasi Z di perguruan tinggi. Hasil validasi media dan materi dinyatakan valid dan layak untuk digunakan dengan tingkat persentase 81% ≥ v ≤100% dengan kriteria valid, kemudian keefektifan dari pembelajaran blended learning ini dapat dilihat dari hasil mid test dan hasil final test dari kelompok eksperimen (Experiment Group) yang lebih baik daripada kelompok kontrol (Control Group).
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