ABSTRACT:This study aims to find out students’ perception toward the implementation of online practicum learning at University of Technology Yogyakarta. This study employs quantitative descriptive method. Perception assessment is carried out by referring to 3 components: the component of teaching learning process, the component of lecturer's ability, as well as the components of facilities and infrastructure. Data collection used is an online questionnaire through Google Form distributed to 168 students who enroll practicum course at University of Technology Yogyakarta using purposive random sampling method. The results show that the components of the teaching learning process obtained a perception level of 79%, the component of lecturer's ability to obtain a perception level of 82%, and the infrastructures and facilities component obtained a perception level of 80%. Therefore, it can be implied that students' perception toward online practicum course at University of Technology Yogyakarta is positive with a perception rate of 80%.ABSTRAK:Penelitian ini bertujuan untuk mengetahui persepsi mahasiswa tentang pelaksanaan pembelajaran praktikum secara daring di Universitas Teknologi Yogyakarta. Penelitian ini menggunakan metode deskriptif kuantitatif. Penilaian persepsi dilakukan dengan mengacu pada 3 komponen yaitu: komponen proses belajar mengajar, komponen kemampuan dosen, serta komponen sarana dan prasarana. Pengumpulan data dilakukan dengan menggunakan kuesioner secara daring melalui Google Form kepada 168 mahasiswa yang sedang mengambil mata kuliah praktikum Aplikasi Teknologi Informasi di Universitas Teknologi Yogyakarta dengan menggunakan teknik purposive random sampling. Hasil penelitian menunjukkan bahwa komponen proses belajar mengajar memperoleh tingkat persepsi sebesar 79%, komponen kemampuan dosen memperoleh tingkat persepsi sebesar 82%, dan komponen saranan prasarana memperoleh tingkat persepsi sebesar 80% presentase ini menunjukkan nilai kelayakan atau keberhasilan praktik daring. Secara keseluruhan dapat disimpulkan bahwa nilai persepsi mahasiswa terhadap perkuliahan praktikum dengan daring di Universitas Teknologi Yogyakarta bernilai positif dengan tingkat persepsi 80%.
This study aims to create children's learning media in the form of educational games for dollhouses for daily prayer memorization and life skills education for early childhood.The development method used in making this product is the method of research and development (R And D). The stages of development used in this study consisted of needs analysis, identification of product specifications, product development, product validation, product revisions and trials. The subjects in this study amounted to 6 with the object of daily doll house prayer research. The data collection method used was a questionnaire filled out by trustees. The data analysis technique used in this research is descriptive analysis. The final product is a doll house educational game kit that is integrated with Arduino nano and Reed switch. Products can produce daily prayer sounds and various sound effects that support children's competence in memorizing daily prayers and life skills education. Reed switches are placed in parts of the dollhouse that are set to produce sound. This educational game is presented in a package with Muslim dolls in which there are magnets. When the doll is about a Reed switch, the program on Arduino Nano will give a command to the DFPlayer mini to turn on the sound of prayer and sound effects in accordance with the role activities carried out by children.
ABSTRACT:This study aims to develop Augmented Reality based learning media on computer network subject. The research method used in developing educational games is the research and development (R&D) method adapted from Borg & Gall. The steps of study namely needs analysis, identification of product specifications, product development, product validation, product revision and product testing. The subject of this study was students of class X at Vocational High School. The object of this study was Augmented Reality based learning media on computer network. The test results indicated that this media is feasible to use. The score of product validation gained 73.07% from media experts while it gained 87.5% from material experts under very decent category. Moreover, it gained 85,26% from product users under very feasible category. In addition, the effectiveness test indicated that the result was quite effective with a percentage of 64.41%. Therefore, it could be implied that this learning media was feasible and effective to use in learning process.ABSTRAK:Tujuan penelitian ini adalah pengembangan media pembelajaran berbasis Augmented Reality pada mata pelajaran jaringan komputer. Metode penelitian yang digunakan dalam mengembangkan game edukasi yaitu metode research and development (R&D) yang diadaptasi dari Borg & Gall dengan beberapa tahapan. Adapun langkahnya adalah analisis kebutuhan, identifikasi spesifikasi produk, pengembangan produk, validasi produk, revisi produk dan uji coba produk. Subjek penelitian ini adalah siswa kelas X SMK. Objek penelitian adalah media pembelajaran jaringan komputer berbasis Augmented Reality. Hasil ujicoba menyatakan bahwa media ini layak digunakan dengan prosentasi dari ahli media sebesar 73,07%, ahli materi mendapat 87,5% dengan kategori sangat layak, sedangkan pengguna mendapatkan 85,26% dengan kategori sangat layak. Sedangkan uji efektivitas menyatakan cukup efektif dengan prosentase 64,41%, sehingga disimpulkan bahwa media pembelajaran ini layak dan efektif digunakan dalam pembelajaran.
Abstract- This research aims at finding out the improvement of student learning independence (KBM)through blended learning. The research method employs quasi experimental with design. There are 23students of Information Technology Education that divided into two sample groups, experiment class andcontrol class as the research subject. Experiment class was treated nonequivalent pre-test and post-test andgiven blended learning, while the control group was given conventional learning. The research instrumentconsists of preliminary competence test (KAM) and questionnaire of student learning independence. Thedata are analyzed quantitative descriptive. The research result shows that student learning independencein blended learning class does not improve better than the one which get conventional learning.
This research aims to develop a mobile based educational game application "I like vegetable" for preschoolers. The research method used in developing educational games is the research and development (RD) method adapted from Borg Gall with several stages, namely needs analysis, identification of product specifications, product development, product validation, product revision and product testing. This study involved 8 research respondents with the object of research being the mobile educational game "Aku Suka Sayur" with the Augmented Reality feature. Data was collected using a questionnaire filled out by the guardian of the respondent. This study uses descriptive analysis data analysis techniques.The final product is a mobile educational game application with the title "I Like Vegetables". Augmented Reality technology in the form of live coloring is applied in this educational game to increase children's attractiveness. The calculation results show that the feasibility score of the Augmented Reality-based educational game application developed is 93.75%, including the very feasible category. Augmented Reality technology allows interaction between applications and the environment. In other words, children do not only focus on smartphones, but also do other activities and interact with the environment.
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