ABSTRAK Pembelajaran jarah jauh (PJJ) kini harus terpaksa dilakukan di berbagai jenjang pendidikan guna menekan perluasan pandemi COVID-19 di Indonesia. Berbagai dampak akibat PJJ pun dirasakan oleh peserta didik khususnya jenjang SMK, karena yang awalnya pelajaran 70% harus melakukan praktik kini harus terpaksa dilakukan secara teori dan daring. SMK yang cukup berdampak adalah SMKN 2 Malang, menurut wawancara dan observasi penulis terhadap beberapa narasumber, mereka merasa malas, banyak rebahan hingga motivasi belajar menurun saat mengikuti PJJ. Tujuan dari penelitian ini adalah 1) Mengetahui pengaruh online learning experience terhadap motivasi belajar, 2) Mengetahui pengaruh gaya belajar terhadap motivasi belajar dan 3) Mengetahui pengaruh online learning experience dan gaya belajar secara bersamaan terhadap motivasi belajar peserta didik SMKN 2 Malang saat PJJ. Penelitian ini menggunakan regresi linier baik sederhana maupun berganda dengan pendekatan kuantitatif, adapun tahap penelitian dimulai dari merumuskan permasalahan hingga penarikan kesimpulan dan saran. Hasil penelitian diperoleh bahwa online learning experience berpengaruh secara positif terhadap motivasi belajar dengan pengaruh sebesar 19,6%. Sedangkan variabel gaya belajar baik visual dan audiotorial masing-masing berpangaruh positif terhadap motivasi belajar dengan besar pengaruh 28,4% dan 13,9%, untuk gaya belajar kinestetik tidak berpengaruh terhadap motivasi belajar peserta didik SMKN 2 Malang. Online learning experience dan gaya belajar secara bersama-sama berpengaruh secara positif sebesar 25,4% dan sisanya dipengaruhi oleh variabel lain diluar penelitian ini.
<p>Salah satu perkembangan anak yang perlu diperhatikan adalah perkembangan kognitif. Contoh perkembangan kognitif pada anak usia dini seperti menyebutkan jumlah benda mulai dari satu hingga sepuluh dan merepresentasikan benda dalam bentuk gambar atau tulisan. Kemampuan tersebut dapat diperoleh melalui kegiatan membaca, menulis, dan berhitung (calistung). Calistung bukanlah suatu kemampuan wajib yang dimiliki oleh anak usia dini, namun kemampuan tersebut tetap perlu disampaikan sesuai dengan metode pembelajaran di PAUD/TK, yaitu dengan cara bermain dan belajar. Untuk mempermudah pemahaman anak tentang calistung diperlukan objek yang sering dijumpai oleh anak, sebagai contoh hewan yang sering dijumpai di kebun binatang. Oleh karena itu, pada penelitian ini dikembangkan media pembelajaran calistung dengan objek hewan. Untuk mengetahui tingkat ketertarikan anak dalam mempelajari calistung, media pembelajaran dikembangkan dengan menggunakan teknologi <em>Augmented Reality</em> (AR). Metode pengembangan yang digunakan adalah <em>iterative rapid prototyping</em>. Berdasarkan pengujian media dengan menggunakan <em>fun testing</em> menghasilkan nilai total rata-rata sebesar 85,6% yang berarti media pembelajaran ini mampu meningkatkan ketertarikan anak dalam mempelajari calistung.</p><p> </p><p><em>Abstract</em></p><p> </p><p><em>One of the child's development that needs attention is cognitive development. Examples of cognitive development in early childhood such as mentioning the number of objects ranging from one to ten and representing objects in the form of images or writing. This ability can be obtained through reading, writing and arithmetic (calistung: Indonesian abbreviation) activities. Calistung is not a mandatory ability possessed by early childhood, but the ability still needs to be delivered in accordance with the learning methods in pre-primary school, that is playing and learning. To facilitate children's understanding of calistung, objects that are often encountered by children are needed, for example animals that are often found in zoos. Therefore, this research developed calistung learning media with animal objects. To find out the level of interest of children in learning calistung, learning media was developed using Augmented Reality (AR) technology. The development method used is iterative rapid prototyping. Based on media testing using fun testing produces an average total value of 85.6%, which means this learning media is able to increase children's interest in learning calistung.</em></p>
Abstract-As social media environments become more interactive and amount of users grown tremendously, privacy is a matter of increasing concern. When personal data become a commodity, social media company can share users data to another party such as government. Facebook, inc is one of the social media company that frequently asked for user's data. Although this private data request mechanism through a formal and valid legal process, it still undermine the fundamental right to information privacy. In This Case, social media users need protection against privacy violation from social media platform provider itself. Private chat is the most favorite feature of a social media. Inside a chat room, user can share their private information contents. Cryptography is one of data protection methods that can be used to hides private communication data from unauthorized parties. In our study, we proposed a system that can encrypt chatting content based on AES and multi-layered MD5 to ensure social media users have privacy protection against social media company that use user informations as a commodity. In addition, this system can make users convenience to share their private information through social media platform.
A concept map is deemed a useful teaching and learning tool. It offers many potential advantages over just representing the students’ knowledge and understanding during learning, and have been widely used to support learning. Kit-Build concept map is one learning framework that incorporate digital concept map for its learning activities. Learning with Kit-Build concept map has been found to have better learning effects towards students' understanding and knowledge retention. Incorporating Kit-Build concept map into collaborative learning have been reported to have better outcome than the traditional collaborative learning. However, collaborative learning with Kit-Build concept map cannot be accomodated with the current Kit-Build system where learning activity is conducted online. This study presents the design and development of online collaborative learning platform of Kit-Build Concept Map. A prototype of the collaboration system to support collaborative learning with Kit-Build concept map is developed and be evaluated to portray its potential usability for further development and practical use. The result suggested that incorporating Socket.IO as a real-time communication middleware is effective to deliver online collaborative learning features into the Kit-Build system. Preliminary evaluation to the system also suggested that the system has the potential for actual use in supporting distant collaborative learning with Kit-Build concept map.
Many research has proven the good impact of digital learning resources on the knowledge acquisition by students. However, this research only focuses on factual and conceptual knowledge types. In contrast, the learning process in vocational high schools is dominated by procedural knowledge and practical activities. This research aims to produce a digital handbook appropriate in content, media, and utilization in the learning process of procedural knowledge at an information technology vocational high school. Digital handbook components were arranged based on the context of the Competency-Based Training (CBT) instructional approach and Interactive Media Design subjects. The digital handbook was developed under the Four-D model dan Cognitive Theory of Multimedia Learning. The content, media, and practicality appraisal were carried out to prove that the digital handbook is appropriate as a digital learning resource. The material, media, and practicality appraisal involves subject matter experts, multimedia learning experts, and potential users. The content validity average score is 97.80%, the media validity score is 95.50%, and the practicality score is 90.00%. Based on these, the digital handbook is declared practical and worth using as an interactive digital learning resource for procedural knowledge, potentially attracting students to hands-on or practical activities and guiding students to learn independently.
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