<p class="StyleAuthorBold"><strong>Abstrak</strong></p><p class="abstrak">Penelitian bertujuan untuk menghasilkan sebuah <em>browser</em> (<em>flyexambro</em>) yang valid berbasis Android dengan membatasi akses terhadap fitur-fitur di perangkat <em>handphone</em>. Metode penelitian menggunakan pengembangan aplikasi model <em>Extreme Programming </em>(XP) yang terdiri dari tahapan: analisis kebutuhan; desain antarmuka; pengembangan dan implementasi; pengujian dan modifikasi; serta <em>launching</em>. Subjek penelitian sebanyak 90 siswa, terdiri dari 45 siswa ujian berbasis komputer dan 45 siswa ujian berbasis<em> han</em><em>d</em><em>phone</em>. Alat pengumpulan data menggunakan tes pilihan ganda. Teknik analisis data menggunakan uji-t. Pengujian dilakukan untuk 2 pelajaran, yaitu Bahasa Indonesia dan Matematika. Nilai yang diperoleh dari kedua pengujian tersebut dianalisis untuk melihat perbedaannya. Berdasarkan hasil analisis data, tidak ditemukan perbedaan yang signifikan antara ujian berbasis komputer dan ujian berbasis <em>handphone</em>. Penggunaan <em>browser</em> saat ujian menggunakan <em>hand</em><em>p</em><em>hone</em> dapat dan layak menggantikan <em>client</em> berbasis komputer dari segi keamanan, kenyamanan, dan kemudahan pemakaian.</p><p class="abstrak"><em> </em></p><p class="abstrak"><strong><em>Abstract</em></strong></p><em>The research aims to produce a valid browser (flyexambro) based on Android by restricting access to features in mobile devices. The research method used the application development Extreme Programming (XP) model which consists of stages: needs analysis; interface designing; development and implementation; testing and modification; and launching. The research subjects were 90 students, consisting of 45 computer-based exam students and 45 mobile-based exam students. Data collection tools use multiple-choice tests. Data analysis techniques using t-test. The test was conducted for 2 lessons, namely Indonesian Language and Mathematics. The values obtained from the two tests are analyzed to see the difference. Based on the results of data analysis, no significant differences were found between computer-based and mobile-based exams. The use of this browser for exams using mobile phones can and is feasible to replace computer-based clients in terms of security, comfort, and ease of use.</em>
The world of education currently uses many benefits in the form of technology such as computer equipment to assist the process of delivering material. One of them is motion graphics video. The aims of this study are to: (1) Determine the validity of motion graphics video as a learning medium for Wide Area Network materials. (2) Knowing the practicality of video motion graphics as a learning medium in Wide Area Network materials. This type of research is Research and Development (R&D) with a Four D (4D) approach model consisting of Define, Design, Develop, and Disseminate. From the results of the study it can be said that (1) video motion graphics on Wide Area Network materials. that have been developed meet the criteria. The data from the video motion graphics validity test results show the aiken'V value in the expert test results obtained an average media validity in the display aspect of 0.807 in the valid category, the average media validity value in the format aspect media of 0.83 in the valid category, the average validity of the material on the aspect of media presentation is 0.817 in the valid category. The results of the development of motion graphic videos as a whole have been suitable for use or valid as learning media.
This research is written based on the learning difficulties during the internship activities. This research is to produce learning module for students who implement internship with Blended Learning model. Web-based or Android-based e-learning with the combined method of online manual learning can overcome these obstacles, because it can serve the students in large quantities, the time required is relatively short,it is flexible learning process, and teaching materials can be absorbed quite effectively. The purpose to know the validity of modules, the effectiveness, and effectiveness of the developed learning modules. The method used is a Research and Development (R & D) by using the FOUR D development model that are the definition, design, development, and deployment. The research design used for trial module is quasi experiment with time series model. The module made is valid by the material expert with the average of all eligibility is 80.38%, included in the "Excellent" category. The modular practicality analysis is 81.41%, included in the "Practical" category. Module effectiveness analysis, included in the "Good" category. From both data analysis results done, it can be stated that the module is effective in improving learning outcomes.
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