Tujuan dari penelitian ini yaitu (1) Mengetahui proses pengembangan media pembelajaran sistem operasi (2) Menguji kelayakan media pembelajaran yang dikembangkan untuk siswa kelas X (3) Mengetahui respon siswa terhadap media pembelajaran sistem operasi. Penelitian ini merupakan penelitian pengembangan atau Research and Development (R&D) yang diadaptasi dari model pengembangan ADDIE. Tahapannya ada 5 yaitu: 1) Analysis, 2) Design , 3) Development 4) Implementation dan 5) Evaluation. Teknik pengumpulan data pada penelitian berupa angket. Validasi dilakukan oleh ahli materi dan ahli media. Media yang dikembangkan diujicobakan kepada 20 siswa. Hasil penelitian menunjukkan tingkat kelayakan media pembelajaran sistem operasi berbasis android sebagai media pembelajaran berdasarkan penilaian: 1) Ahli materi diperoleh total skor 110,00 yang termasuk dalam kategori "Sangat Baik" dan jika dipersentasekan mendapat nilai 85%, sehingga termasuk kategori "Sangat Layak", 2) Ahli media diperoleh total skor 97,00 yang termasuk dalam kategori "Sangat Baik" dan jika dipersentasekan mendapat nilai 84,35%, sehingga termasuk kategori "Sangat Layak", Respon siswa terhadap media ini pada saat dilakukan uji coba rata-rata menunjukkan respon positif dengan persentase > 70%. Dengan demikian media pembelajaran Sistem Operasi berbasis Android ini layak digunakan sebagai media pembelajaran untuk siswa kelas X jurusan Multimedia materi Sistem Operasi.
Penelitian ini bertujuan untuk mengembangkan media pembelajaran pada matakuliah pemrograman dasar dan mengetahui kelayakan media pembelajaran buku digital elektronic publication (epub) menggunakan software sigil. Penelitian ini menggunakan pendekatan penelitian dan pengembangan (Research and Development). Tempat penelitian di Program Studi Pendidikan Informatika, Universitas Hamzanwadi. Objek penelitian ini berupa media pembelajaran buku digital epub menggunakan software sigil pada matakuliah pemrograman dasar. Penelitian ini termasuk dalam jenis penelitian R & D (Penelitian dan Pengembangan/ Research and Development). Teknik pengumpulan data yang akan digunakan dalam penelitian ini adalah metode angket/kuesioner. Angket ini digunakan untuk mengumpulkan data tentang kelayakan media pembelajaran yang dibuat dan akan dijawab oleh responden yang terkait antara lain: ahli materi, ahli media, pengguna media pembelajaran dan respon mahasiswa. Metode yang digunakan untuk menganalisis data diungkapkan dalam distribusi skor skala lima terhadap kategori skala penilaian yang telah ditentukan. Dari hasil penelitian antara lain: pengujian ahli materi diperoleh skor 3,53 dengan kategori baik, pengujian ahli media diperoleh skor 4,02 dengan kategori baik, skor respon mahasiswa 4,03 dengan kategori baik, sehingga Media Pembelajaran buku digital epub menggunakan software sigil pada matakuliah pemrograman dasar layak digunakan untuk kegiatan belajar mengajar Kata Kunci: Media Pembelajaran, Epub, Sigil.
E-rapor is a desktop-based application used to process students' final grades. There are some obstacles in using e-rapor, so it is necessary to evaluate of usability aspects using usability testing method. The purpose of this study was to evaluate e-rapor from the use side of effectiveness, efficiency, and user satisfaction. The population in this study is 577 people. The sampling technique used was a stratified random sampling with a total sample of 30 people (15 novice users and 15 expert users). Data collection techniques in this study using performance measurement, think aloud, and SUS questionnaires. The method used for data analysis is descriptive statistics and t-test. The results of this study show that: (1) e-rapor is not effective in terms of usage, because there are still many errors made by the user in completing the task (with completion rate <90%), (2) e-rapor in terms of use is efficient, because there is no time difference in completing the task on the user's novice and expert (not significant with ρ <0.05), (3) unsatisfied user in using e-rapor, with mean score of SUS 64,26 <68. Recommendations for improvement of e-rapor in this research are: (1) improvements in data base design, (2) the need for additional help modules on e-rapor, and (3) improvements in import and export value format features.
The Industrial 4.0 Era encourages educators to be able to apply information technology in the learning process. One application of technology in the learning process is the use of learning videos. Especially during the current Covid 19 pandemic that applies online learning, videos can be an alternative source for learning. However, in reality, many teachers in Indonesia cannot make learning videos. Online learning is currently mostly only in the form of providing material from textbooks, discussions via WA, visiting students' homes to give assignments, and so on, so it is not optimal. Therefore, this training activity aims to train teachers in making learning videos so that teachers have other alternatives as a source of student learning. This activity is in the form of training in making and editing videos using the Bandicam application, Microsoft PowerPoint 2013, and the Kinemaster application. The results of this activity are participants/teachers for the Bandicam application with a 100% success rate, Microsoft PowerPoint 2013 100% success rate, Kinemaster the first stage success rate 70%, then the second stage 100%.
RapidMiner is an application that is used to analyze data quantities and qualitatively to obtain information and knowledge as expected. This software is implemented to process data using several methods or algorithms in Data Minig learning. However, when using this software, users sometimes cannot distinguish between various methods or algorithms in Data Mining. Therefore, it is necessary to evaluate to optimize the use of this software in data mining learning. This study focuses on RapidMiner evaluation of data mining learning using the Persiva model. This model consists of aspects of satisfaction, behavior, impact, and effectiveness. The data collection technique was in the form of a questionnaire with 48 subjects. Data analysis used is descriptive statistics to determine satisfaction, behavior and effects. Meanwhile, Think-Aloud Retrospective technique is used to determine the effectiveness of RapidMiner. Our findings show that users are satisfied with the results of respondents on average agreeing (80%), in the aspect of behavior and impact, the percentage results are above 80%, and the use of this application has been effective with a completion rate above 90%. So it can be concluded that by using this application in data mining learning users can easily complete tasks, and be motivated, and add insights and knowledge in relevant disciplines.
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