In a decade, the 4.0 industry requires improving their employees, especially for freshly graduated employees. Both hard skills and soft skills must be improved. The Computers and Informatics Engineering Department at Bandung State Polytechnic has a software project subject in their curriculum that adapted the Project-Oriented Problem Based Learning (POPBL) method to improve them. It can give the skills experience that the industry needed, especially soft skills for students who act as the software engineering team in this subject. But, after the spread of covid-19, soft skills learning with POPBL must use the online learning platform. The POPBL must be designed with the online learning framework. Based on industrial needs, each student's soft skills are problem-solving, teamwork, responsibility, communication, hard work, and discipline. These two purposes of the research are making the POPBL using the online learning platform and knowing how to use the online learning platform in the POPBL method. The findings in this POPBL research are something happen in POPBL online learning, such as all step in POPBL framework keep running, poor connection and communication device to be a problem that hinders the POPBL process, need more time for lecturer to observe the students directly, and need more time to give the action from the weekly evaluation results. In addition, the impacts of POPBL online learning on soft skills results are founded. Means of the students' soft skills grades and Wilcoxon test are used to get the results of this research. The result of data analysis is four soft skills significantly change. Two of the soft skills significantly increased are responsibility and hard work. Problem solving and communication are decreased considerably. The conclusion is the spread of covid-19 given the impacts on students' soft skills in software project class at Bandung State Polytechnic using the POPBL online learning method.
Berdasarkan data dari Badan Pusat Statistik (BPS), tingkat pengangguran tahun 2019 untuk lulusan SMK merupakan angka paling tinggi dibanding jenjang pendidikan lainnya. Hal ini terjadi karena keterampilan lulusan SMK belum sepenuhnya sesuai dengan kebutuhan industri. Untuk itu, perlu adanya unit pelatihan teknologi informasi di perguruan tinggi yang bidangnya bersesuaian sebagai wadah para lulusan SMK yang belum bekerja untuk meningkatkan kemampuan mereka agar dapat diterima di industri. Selain itu, unit pelatihan teknologi informasi di perguruan tinggi juga dapat menjadi sarana dosen untuk melaksanakan pengabdian kepada masyarakat dengan menjadi instruktur pada pelatihan tersebut. Metode pelaksanaan yang dilakukan dalam pengabdian masyarakat ini antara lain studi literatur, pengumpulan data, analisa kebutuhan, perencanaan pembuatan unit pelatihan, dan pembuatan media promosi.Luaran lain dari program ini adalah terbentuknya dokumen kurikulum pelatihan dan bahan ajar yang sesuai dengan kompetensi SKKNI yang diharapkan dan sesuai dengan kebutuhan industri, sehingga angkatan kerja lulusan SMK dapat terserap dengan baik. Kata kunci: Pengembangan Unit Pelatihan, SMK, Pelatihan, Lulusan SMK
Dalam mempelajari bahasa pemrograman atau framework bahasa pemrograman tertentu yang digunakan untuk pengembangan web, mahasiswa dapat mempelajarinya secara mandiri dengan cara menonton video pembelajaran, membaca dokumentasi, membaca buku mengenai hal tersebut. Namun, cara tersebut lebih cenderung satu arah, dimana, pembelajar tidak dapat mencoba langsung contoh kasus dalam media-media tersebut. Mereka harus membuka editor, membuka browser, menyalakan server lokal, menulis ulang contoh, dan menjalankan program. Perpindahan jendela aplikasi merepotkan pembelajar. Scrimba merupakan sebuah inovasi multimedia pembelajaran di mana pengguna dapat menonton video pembelajaran sekaligus berinteraksi langsung pada kode program, dan menjalankan program saat video dihentikan. Editor program, video pembelajaran, dan browser untuk menguji program ada pada satu layar. Penelitian ini bertujuan untuk mengetahui penerimaan pembelajar terhadap Scrimba, bagaimana interaksi mereka dan bagaimana kepuasan mereka. Metode penelitian yang digunakan adalah metode deskriktif dengan pendekatan survei. Penelitian dilakukan terhadap mahasiswa berprogram studi Informatika yang telah mengeksplorasi sebuah materi pembelajaran yang dirasakan sebagian besar oleh mereka sulit. Dosen merekam tutorial pembelajaran di Scrimba yang dibagikan kepada mahasiswa untuk dipelajari. Hasil penelitian menemukan bahwa Scrimba berkontribusi positif terhadap pemahaman materi pembelajaran dan kepuasan mahasiswa dalam mempelajari materi di Scrimba. Rata-rata hasilnya didominasi pada level cukup baik yakni sebesar 42,55% ke baik dan sangat baik yang jika dijumlahkan sebesar 49,03%. Sehingga, dapat disimpulkan bahwa Scrimba dapat menjadi salah satu alternatif alat pembelajaran untuk mempelajari pengembangan web yang layak digunakan untuk pembelajaran jarak jauh. Bahkan, pendekatan rekaman layar dan audio dan kode editor dalam satu layar seperti di Scrimba dapat menjadi pendekatan untuk pengembangan alat pembelajaran pemrograman secara lebih luas.
Indonesia has great natural resources. UNESCO recognized at least six geoparks, and Indonesia will continue to develop more geoparks in the future. However, currently, Indonesia's geoparks are not widely known. One of the reasons is that the existing websites do not pay attention to performance guidelines, information, economics, and search engine optimization even though the website is a vital marketing medium so that geoparks can be promoted widely and effectively. A comprehensive study of the website contents is required to build a good geopark website. In addition, it is also necessary to study user experience when visiting web pages. This study aims to find the standard website content on the geopark website and compare existing website performance and user experience. This study compares three geopark websites. The three websites include the Ciletuh-Palabuhanratu, Hongkong geopark, and Cliff of Fundy Geosite website. Three indicators are used: website performance, user experience, and what information should be on the geopark website. These three indicators are essential as an attraction for website visitors so they can enjoy the content of the website and they can stay longer so that the visitors can turn into potential geopark tourists. Good website performance is supported by consistent ease of providing information and speed in providing information to website visitors. In comparison, the user experience visiting the website relates to the interactive visual design, organization, and navigation structure of the website framework and the completeness of the content. We use performance and user experience metrics as evaluation tools for the three selected websites. As a result, the general availability of information is as follows: information about geoparks, UNESCO, list of tourist attractions, activities, itinerary, tourist accommodation, education, contacts, language choices, news articles, pamphlets, maps, and virtual tours. In terms of performance, the three websites have slow speeds, but in cumulative layout shifts, they have good scores.
The pandemic of Coronavirus Disease 2019 (Covid-19) is still sweeping the globe. This is alarming, and it has a negative impact on physical activity outside the home. Weight gain is one of the issues that has arisen. Artificial intelligence simulation research is proposed for physical activity to help lose weight for it to be something fun with all its limitations. This simulation is going to be included in the game. This study focused on the physical activity carried out based on the results of artificial intelligence calculations to lose weight before being applied to the game. The approach is quantitative. To begin, conduct a literature review to determine the topic, machine learning methods, and calorie calculations for weight loss. Additionally, using reinforcement learning, a model for calculating the need is created for a caloric deficit. The waterfall method is used to model the calculation, which is then simulated in the system. The final stage is model validation, which involves utilizing the functionality correctness in accordance with system requirements. It produces 100 percent correct output based on the list of requirements, according to the tests that have been conducted.
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