Medical devices are often expensive, so people in low-income countries cannot afford them. This paper presents the design of a low-cost wearable medical device to measure vital signs of a patient including heart rate, blood oxygen saturation level (SpO2) and respiratory rate. The wearable medical device mainly consists of a microcontroller and two biomedical sensors including airflow thermal sensor to measure respiratory rate and pulse oximeter sensor to measure SpO2 and heart rate. We can monitor the vital signs from a smartphone using a web browser through IEEE802.11 wireless connectivity to the wearable medical device. Furthermore, the wearable medical device requires simple management to operate; hence, it can be easily used. Performance evaluation results show that the designed wearable medical device works as good as a standard SpO2 device and it can measure the respiratory rate properly. The designed wearable medical device is inexpensive and appropriate for low-resource settings. Moreover, as its components are commonly available in the market, it easy to assembly and repair locally.
As one of the important factors in learning language, learning grammar become a great topic to discuss and enhance. Digital native students who are common in use their devices in order to help them enhance their learning language, online games are unique media to apply in their language class. This study conducted at Avizena.edu private courses in Magelang, Central Java Province, Indonesia. High school students who were enrolled in the English class are our respondents. The survey conducted the following aspects: preferences, actual use, ease of use, experience, and learning opportunities. Digital native students were also invited to share potential positive and negative benefits for online game use in the classroom. A hundred students completed the survey. Results indicate that most students viewed the potential utilization and integration of online games as positive. Moreover, some digital native students expressed pertain that the use of language online games may not give an efficient or effective method and impact in learning grammar activities.
Speaking can be said as one of the four basic skills in English. In every English textbook, there must be a speaking assessment. This research aims to analyze the five types of speaking assessments in the textbook “When English Rings a Bell for Grade VII”. The textbook analysis in this study considered five types in speaking assessment there are: 1. Imitative speaking tasks, 2. Intensive speaking tasks, 3. Responsive speaking tasks, 4. Interactive speaking tasks and, 5. Extensive speaking tasks. This study includes the design of descriptive qualitative. This study using a method of content analysis. The collection of the data was done through procedures: 1) looking, 2) observing, 3)analyzing the data based on Brown’s theory. The result of the study there are five types of speaking tasks in that textbook, but it has a different rate of the types. The textbook not only has a speaking task, it also has another skill of English there are reading, listening, and writing.
<p>Perkembangan seorang anak tidak akan lepas dari Pendidikan yang telah menjadi salah satu sektor paling berpengaruh, terlebih lagi dengan adanya pandemi korona. Banyak negara yang terkena dampak, maka dari itu pemerintah Indonesia telah mengambil beberapa tindakan pencegahan yang diperlukan untuk mengurangi penyebaran virus. Hal ini menimbulkan kendala dalam semua kegiatan pendidikan terutama dalam proses belajar mengajar. Artikel ini diharapkan dapat digunakan untuk memberikan pengarahan dan pemberdayaan tenaga pendidik untuk melaksanakan pembelajaran pada periode pandemi ini dengan menerapkan pendekatan pembelajaran layanan daring Hasil penelitian menunjukkan bahwa pendidik memiliki banyak pilihan media <em>online</em> yang dapat digunakan untuk proses belajar mengajar, mulai dari media sosial (<em>WhatsApp</em>), media sistem pengelolaan pembelajaran (google kelas, Edmodo), dan konferensi video (Zoom, google bertemu). Dalam pemberdayaan pembelajaran daring ini, pendidik lebih banyak menggunakan <em>WhatsApp</em> sebagai media utama penyampaian materi di kelas <em>online</em>, sedangkan media <em>Google Classroom</em> digunakan untuk mengelola tugas siswa. Beberapa aplikasi lain juga digunakan untuk menjadi pendukung media pembelajaran daring di kelas.</p>
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