This study investigates the adoption of the mobile learning, 3D simulation Android app, as an innovative tool for learning in physics for high school students. The factors affecting the acceptance of mobile learning are also determined in this study. The proposed research model employs two constructs, Perceived Usefulness and Perceived Ease of Use, from Technology Acceptance Model (TAM) as a baseline and adds another relevant factor based on prior mobile learning adoption research, Perceived Enjoyment. Data are collected through questionnaires distributed to 50 high school students using Google Forms. Structural equation modeling (SEM) is used to analyze and develop the research model. The study finds that Perceived Enjoyment becomes the most influencing factor considered by high school students to use mobile learning, 3D simulation Android app, followed by Perceived Usefulness. However, the Perceived Ease of Use factor does not significantly influence the acceptance of the 3D simulation Android app.
Several online learning platforms use recorded videos as a medium for delivering their material. In addition, several applications, such as Zoom, Google Meet, and WhatsApp, can help communicate interactively during this learning process. However, because the application is still separate from the existing online learning platform, users must switch applications and make the necessary data settings. Another obstacle experienced is that not all online learning service providers can have the infrastructure to use online learning systems, especially if the providers are individuals. This research uses a simple sequential method and aims to build an integrated online course system equipped with an interactive learning management system that many online courses, in general, can use. The main features are submissions of new courses by teachers, ordering courses by students, classes can be held using live video streams, the interaction between teachers and students in real-time with live chat, and a learning management system that includes sending and receiving assignments and quizzes. The test results show that as many as 73.2% of respondents gave the highest score for the built system.
Mitologi Nordik merupakan mitologi yang berasal dari daerah Skandinavia, yang merupakan dasar dari segala mitologi yang berada pada daerah tersebut. Pada masa ini, pengetahuan masyarakat mengenai mitologi Nordik hanya didapat dari film, dan adaptasi tersebut tidak sesuai dengan mitologi aslinya. Penyampaian cerita tetap tidak autentik dikarenakan adanya karakter tambahan yang tidak ada dalam cerita aslinya, sehingga mempengaruhi autentikasi mitologi yang disampaikan. Untuk mengedukasi masyarakat mengenai mitologi Nordik, maka dibutuhkan media yang menarik namun juga dapat menyampaikan suatu pesan tersebut dengan tidak mengubah unsur khas dari mitologi tersebut. Survei dilakukan kepada 53 responden remaja dan fans dari franchise Marvel. Dari hasil survey, 88% responden belum pernah menggunakan aplikasi motion comic, namun tertarik untuk mencoba aplikasi motion comic. Melalui hasil survei tersebut, dibuatlah sebuah motion comic bertema Mitologi Nordik untuk memenuhi tujuan yang telah ditetapkan. Hasil desain akan diimplementasikan dan memiliki beberapa pilihan, diantaranya adalah Mulai Cerita, Jurnal, dan Kredit. Mulai Cerita akan memulai cerita dari awal hingga akhir, dengan mini game di tengah-tengah. Jurnal adalah kumpulan dari informasi mengenai Perang Ragnarok, dan Kredit berisi nama-nama pihak yang turut campur tangan dalam pembuatan motion comic Ragnarok. Pembuatan motion comic ini menggunakan beberapa program. Tahap verifikasi dan validasi dilakukan setelah implementasi telah selesai. Aplikasi ini dapat membantu remaja dan dewasa untuk memahami cerita mitologi Perang Ragnarok, berdasarkan hasil validasi yang telah dilakukan.
Global COVID-19 pandemic embraces educational institutions to adaptatively implement long-distance learning. Needless to say, there are difficulties and limitations during the process. Besides the learning process, the attendance system plays an indispensable role, notably in Indonesian education. Currently, lecturers need to do extra workload to perform attendance checks to prevent cheating (proxy attendance). An attendance system can be used to help lecturers focus on academic deliverance. The attendance system should focus on user as part of the ecosystem by adhere good user interface to produces good user experiences. The system must reduce lecturer workload and be easy to implement and use. In this paper, we introduce three online attendance system models that adhere to those criteria. Our models have been tested with an actual working prototype that follows interaction design principles. Finally, the end product has undergone an evaluation process based on heuristic usability principles to ensure the models are feasible to be implemented and applied to educational institutions.
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