ABSTRAKLagu nusantara merupakan warisan kekayaan budaya Indonesia. Pengenalan lagu nusantara sudah banyak dilakukan melalui pendidikan sekolah dasar sampai pendidikan menengah atas. Upaya ini dilakukan untuk melestarikan budaya Indonesia. Dalam pengenalan terhadap siswa banyak ditemukan kendala yaitu sulitnya siswa menghafal lirik dan menyanyikan berbagai lagu nusantara. Siswa belajar dari buku yang hanya menyediakan liriknya saja dan cara menyanyikan masih harus dibimbing oleh guru seni musik mereka. Untuk mempermudah siswa belajar, maka perlunya media yang mempermudah siswa untuk belajar. Teknologi yang dibahas pada penelitian ini adalah teknologi pemanfaatan smartphone berbasis android untuk memudahkan siswa dalam belajar lagu nusantara. Metode pengembangan aplikasi meliputi studi literatur, analisis, perancangan, pemprograman dan pengujian. Aplikasi dirancang dapat berjalan di perangkat android dengan operating sytem versi ics atau lebih terbaru. Model aplikasi yang dibuat berupa model client-server. Aplikasi client diperuntukan bagi pengguna yaitu siswa dan aplikasi server diperuntukkan untuk update info lagu nusantara yang dilakukan oleh administrator. Aplikasi yang dikembangkan menyajikan informasi lagu nusantara disetiap daerah berupa lirik lagu, suara pelantunanya dan video. Aplikasi info lagu nusantara dinilai mampu menjadikan media pembelajaran bagi siswa dalam mempelajari lagu-lagu nusantara hal ini dibuktikan dengan 78% responden menjawab setuju dari total responden 19 orang pengguna. 78% pengguna menganggap aplikasi info lagu nusantara memiliki tampilan yang menarik, susunan navigasi yang mudah, menyajikan informasi yang mudah dipahami,informatif dan edukatif.
The Primary School implements the Student Monitoring Information System, which is used for communication between the teacher and parents of students regarding student learning. This study analyzes the successful implementation of the Student Monitoring Information System and what factors need to be improved. The method used in the research is the DeLone and McLean Information System Success Model. The results of this study indicate the percentage of successful implementation of the Student Monitoring Information System, including assessment of system quality, information quality, service quality, usage, user satisfaction and net benefits. Overall, the implementation of the Student Monitoring Information System was declared successful, with 90% of respondents agree strongly, 6% of respondents agree, and 4% quite agree with the implementation of the Student Monitoring Information System.
Education in Indonesia still faces various problems and challenges in teaching and learning process both internal and external factors such as props, media and also implementation of information technology. The use of multimedia-based learning media in the learning process will helps students to understand the material to be delivered. Random and match is a game consisting of 4 different games that are addressed to kindergarten children to know the use of technology positively in learning process, and by applying Model Learning Technology System Architecture learning an utilization using computer will be more useful for teacher and kindergarten students.
This research aims to design and evaluate the three-dimensional Virtual Reality game at showroom 1 and 2 of the Sangiran Museum. This application is designed for the media campaign and increase the appeal of the public to educational tourism contained in Sragen regency, the location of the museum. The game genre is quiz with scoring and it allows the user to guess the fossil name that is displayed on the screen. Twenty visitors were participated to evaluate the application after they finished exploring both showrooms. Questionnaire is used to measure the use of the application. The result shows good acceptance in term of usability. It is expected that visitors can add educational value to their knowledge on the post-visit to the museum.
<p><em>Batik is the ancestral heritage of Indonesia. Every region in Indonesia has a different motif. The distinctiveness of batik appeal to everyone from both outside and inside the country. But to do the media promotion process used to use print media such as brochures and other alternatives through batik exhibition performances and put them on display in stores.</em></p><p><em>The website is a technology that can be accessed quickly. Only by knowing the website address people from any country can access the information in the address of the website. Therefore, by using these technologies can be used as a marketing medium that is easily accessible. The programming language used to develop websites using PHP are commonly used and easy to learn. Media storage (database) for the website is MySQL that can be used free of charge and powerful.</em></p><p><em>Results obtained from this research is the design and application of E-Marketplace Batik. Applications already well underway based on testing using the BlackBox.</em></p>
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