Penelitian tracer study ini bertujuan untuk memperoleh gambaran lama masa tunggu alumni sampai mendapatkan pekerjaan, mendeskripsikan penilaian alumni mengenai penyelenggaraan dan mutu layanan program yang ada di Program Studi Pendidikan Teknik Informatika FT UNY dan mendeskripsikan penilaian pengguna alumni terhadap kompetensi lulusan Pendidikan Teknik Informatika FT UNY. Penelitian ini termasuk jenis penelitian deskriptif kualitatif (qualitative research) melalui pendekatan survei mencakup tiga tahapan: 1) pengembangan konsep dan instrumen; 2) pengumpulan data; dan 3) analisa data dan pelaporan. Metode sampling dengan cara random, dengan proporsi 30% secara proporsional sesuai dengan jumlah lulusan. Jenis data yang dikumpulkan dalam penelitian ini adalah data primer yang diperoleh langsung dari alumni dan pengguna alumni melalui kuesioner yang terstruktur. Penyebaran kuesioner dilakukan secara online melalui Google docs dan penyebaran secara langsung kepada alumni atau pengguna alumni yang diketahui dengan jelas keberadaannya. Pengumpulan data lapangan dimulai pada Mei 2015 hingga Agustus 2015.Hasil penelitian menunjukkan sebagian besar alumni Program Studi Pendidikan Teknik Informatika mendapatkan pekerjaan dengan masa tunggu kurang dari 6 bulan yaitu sebanyak 88%, sementara lainnya membutuhkan waktu selama lebih dari 18 bulan sebanyak 7%, rentang 6 - 12 bulan sebanyak 3%, dan rentang 13 - 18 bulan sebanyak 2%. Mengenai penyelenggaraan dan mutu layanan, alumni memberikan penilaian baik dari persepsi semua aspek, namun dibutuhkan peningkatan dari segi SDM maupun fasilitas sarana dan prasarana. Pengguna alumni menilai bahwa kompetensi lulusan Program Studi Pendidikan Teknik Informatika dari segi aspek integritas, profesionalisme, penggunaan TI, komunikasi, kerjasama tim, dan pengembangan diri sangat baik, namun masih kurang dalam penggunaan bahasa, khususnya bahasa Inggris.
Understanding the principles of animation is an important factor and determines the quality of animation that can be produced. However, explanation of the principles of animation in many book are still specifically to traditional animation, not 3D computer animation that mostly used today. Students have difficulty applying traditional animation principles to 3D computer animation principles. Therefore, the purpose of this research is to develop thirteen instructional videos for the topic of Principle of 3D Computer Animation and to determine the effectiveness of these videos on student understanding. Video development uses the Research and Development Four-D model (Define, Design, Develop, and Disseminate). Based on the results of product testing, these thirteen learning videos were declared “very good”. The paired t-test results showed that the product developed was effective in increasing students’ understanding of the Principle of 3D Computer Animation.
This study aims to develop a blended course for computer network courses with video-based teaching materials. This research refers to the development model of Integrated Learning Design Framework. The development of this learning media product is based on a learning plan for a computer network course for one semester. Based on the results of product testing, this blended course is declared “good” and is suitable for learning. Paired sample t-test results show that the product developed is effective in improving student learning outcomes.
The mobile learning sector has exploded, implying that the e-Learning trend is shifting to mobile platforms. As a result, chatbots have become increasingly popular alternatives for online learning and examinations on mobile platforms. However, it did not provide enough motivation for the student. On the other hand, gamification in a typical e-Learning platform is a widely used technique for increasing students' learning motivation. Therefore, combining gamification with chatbot-based learning and examinations possibly offer benefits, including increase student learning motivation. This study explored the possibilities and future challenges of the development of gamification within chatbot-based learning media. We discussed four aspects: architecture's reliability, security and privacy issue, user’s acceptance and motivation, and gamification feature challenges.
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