Teaching and learning process was often faced with abstract subjects and it is out of the daily experience such as the process of biofuel production or renewable energy on industrial biotechnology field, which is one of subject unit in Biology. Therefore, this subject was difficult to be taught by teacher and difficult to be understood by student. In this research, biology especially renewable energy (the process of biofuel production) one of industrial biotechnology field was chosen because of many factors such as the production of biofuel needs long time, the process to produce biofuel is very complex and industrial biotechnology subject was difficult to be taught by teachers in the classroom. So they need the aids to explain biofuel in the classroom. The teachers’ ability and competency are necessary to teach the Biology course to be more attractive and efficient. Visualization is one of the ways that can be done to concretize an abstract idea. e-Audio Visual Biology courseware (e-AV BIOLOGY) is one of the alternative aids to explain this course, so biology learning will be more interesting for the students. This paper considers the design and development of a web-based courseware for education of biology in Indonesia Senior High Schools. The new teaching media, namely e-AV BIOLOGY, had been developed as a teaching approach in science education. e-AV BIOLOGY had been developed with integrated and comprehensive Assignment, Quizzes, and Discussion Board for supporting the students' learning process. This research had examined the impact of e-Audio Visual Biology towards students’ attitude, students’ interest and learning outcomes in Indonesia Senior High Schools. The later part of this paper presents the evaluation data from a main research conducted with students at Senior High Schools in Semarang, Indonesia. The findings from the main research are also discussed.
Indonesian Grapes are a vine. This fruit is often found in markets, shops, roadside. Along with the development of computer technology today, computers can solve problems by classifying objects and objects. How to apply GLCM and K-NN methods for classification of grapes. The purpose of this study is to apply the GLCM and K-NN methods in the classification of grapes. The dataset used from kaggle.com sources, the data tested are 3 types of grapes, the number of images is 2624. The fruit that will be used for data collection and classification process is limited to three types of grapes, namely grape blue, grape pink and grape white. How to apply GLCM and K-NN methods for classification of grapes. The feature extraction of GLCM used in this study is the feature contrast, energy, correlation, and homogeneity. From testing the test data, the highest accuracy value is 99.5441% with k = 2 at level 8, while the lowest accuracy value is 24.924% at each k level 2. The GLCM level value is very influential on the accuracy results, namely the higher the GLCM level value, the higher the GLCM value. accuracy is getting better.
AbstrakPenelitian ini membahas tentang perancangan film pendek dengan judul “Simbah” sebagai salah satu media yang dapat digunakan sebagai media pembelajaran mata kuliah Audio Visual pada mahasiswa semester 5. Film ini dibuat sebagai media untuk memberikan pendidikan moral kepada mahasiswa. Film ‘Simbah’ berisi nilai-nilai moral untuk orang dewasa yang sangat penting untuk dikenalkan pada mahasiswa. Salah satu aspek dari nilai-nilai moral dalam film tersebut adalah keinginan yang perlu dikendalikan. Keinginan merupakan salah satu sifat dasar yang dimiliki manusia dan harus dikendalikan sejak usia muda. Salah satu strategi yang dapat digunakan pendidik untuk menanamkan nilai tersebut adalah dengan media audio visual berupa film pendek. Metode yang digunakan dalam penelitian ini adalah metode kualitatif karena dapat mengungkapkan aspek-aspek yang harus ditekankan dalam sebuah film pendek, sehingga penanaman nilai bahwa keinginan perlu dikendalikan dapat dilakukan. Sebagai hasilnya film pendek ‘Simbah’ menjadi salah satu media pembelajaran yang menarik dan dapat mengarahkan serta membuat mahasiswa mengerti dengan latar belakang budaya. Selain itu sinematografi film ‘Simbah’ memudahkan mahasiswa untuk memahami alur cerita dan menjadi referensi dalam perancangan mata kuliah audio visual. Kata Kunci: audio visual, film pendek, media pembelajaran, simbah AbstractThis research discusses the design of a short movie with the title "Simbah" as one of the media that uses as a learning medium for studying Audio Visual courses for 5th-semester students. This short movie was made as a medium to provide moral education for students. 'Simbah' contains moral values for adults that are very important to introduce to students. One aspect of the moral values in the movie is the desire that needs to control. Desire is one of the primary human traits and must restrain from a young age. One strategy that educators can use to instill these values is with audio-visual media in the form of short movie. The method used in this study is qualitative because it can reveal aspects that must be emphasized in a short film so that the inculcation of the value that desires need to control can be carried out. As a result, the short movie 'Simbah' became one of the interesting learning media and could direct students to understand the cultural background. In addition, the cinematography of the 'Simbah' movie makes it easier for students to understand the storyline and becomes a reference in making short films in audio visual courses. Keywords: audio visual, learning media, short movie, simbah
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