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2021 Universitas Riau International Conference on Education Technology (URICET)最新文献

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Museum Personal Guide: Tackling the Limited Conditions 博物馆个人指南:应对有限的条件
Pub Date : 2021-10-14 DOI: 10.1109/URICET53378.2021.9865943
U. Nafi'ah, A. Sapto, J. Sayono, A. Herdiani, Nur Elifianita Susanti
Learning Museum of Universitas Negeri Malang (Museum UM) is one of the university learning museums in Indonesia. Museum UM comes with a more modern concept by referring to the museum's storyline and utilizing technological developments. Museums cannot be separated from digitalization as an effort to adapt to the disruptive era. Digitalization is important after the Covid-19 outbreak was declared as a world pandemic by WHO. Virtual Augmented Reality or AVMUSEUM application can be an alternative solution to the crisis experienced by the museum. Visitors will be presented with a reconstruction of the Museum UM in a virtual world. A real museum guide was added in the guidance video. The method used to design the AVMUSEUM application is Rapid Application Development (RAD) with requirements planning, design workshop, and implementation stages. The innovation of Museum UM is expected to adapt and answer the challenges of the disruptive era and the Covid-19 Pandemic.
内盖里玛琅大学学习博物馆(Museum UM)是印度尼西亚的大学学习博物馆之一。UM博物馆通过参考博物馆的故事情节和利用技术发展,采用了更现代的概念。作为适应颠覆性时代的努力,博物馆与数字化密不可分。在世卫组织宣布新冠肺炎疫情为世界大流行之后,数字化变得非常重要。虚拟增强现实或AVMUSEUM应用程序可以为博物馆所经历的危机提供另一种解决方案。参观者将在虚拟世界中看到博物馆的重建。导游视频中加入了一个真实的博物馆导游。用于设计AVMUSEUM应用程序的方法是快速应用程序开发(RAD),包括需求规划、设计研讨会和实施阶段。UM博物馆的创新有望适应和应对颠覆性时代和Covid-19大流行的挑战。
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引用次数: 0
The Development of Covid 19 Themed Mathematical Comic as Learning Media on Decimal Fraction Learning for 5th Grade Elementary School Students 新冠肺炎主题数学漫画在小学五年级小数点学习中的应用
Pub Date : 2021-10-14 DOI: 10.1109/URICET53378.2021.9865921
G. Witri, Dede Permana, Meri Oktavia
Covid 19 themed mathematical comic as a learning media is developed to help elementary school students to study at home independently. The mathematical comic is a learning media in the form of a book that contains of pictorial or illustrated writings which are expected to attract students’ interest to read it and get information related to decimal fraction learning associated to the handling of covid 19 cases. This covid 19 themed comic tells a story about Mr. Dolah’s family consisting of Mrs. Minah as his wife, and his two children, Siti and Atan in making throat-warming drink using herbal ingredients such as ginger, betel leaf, and brown sugar. Then, the story is associated with decimal fraction learning for grade 5th elementary school students. The development of this comic as learning media applies the R & D (Research and Development) and 4D model (Define, Design, Develop, Disseminate) as the research method. Based on the validator assessment result, the average value is 27 with a percentage of 84.43 and categorized as very feasible. Furthermore, the students’ responses to this mathematical comic obtained a score of 82.50 with a very good category. It can be concluded that this covid19-themed mathematical comic is very feasible to use and gets a very good response from students.
以新冠肺炎为主题的数学漫画是为了帮助小学生在家独立学习而开发的学习媒体。数学漫画是一种学习媒体,以书籍的形式包含图画或插图,旨在吸引学生的兴趣阅读,并获得与处理covid - 19病例相关的十进制分数学习相关的信息。这部以新冠肺炎为主题的漫画讲述了Dolah先生的家庭,他的妻子Minah夫人和他的两个孩子Siti和Atan用姜、槟榔叶和红糖等草药成分制作暖喉咙饮料的故事。然后,将故事与小学五年级学生的小数学习联系起来。该漫画作为学习媒体的开发,采用了R & D(研发)和4D模型(定义、设计、开发、传播)作为研究方法。根据验证者的评估结果,平均值为27,百分比为84.43,属于非常可行。此外,学生对这部数学漫画的反应得到了82.50分,类别很好。综上所述,这款以新冠肺炎为主题的数学漫画使用起来非常可行,学生们的反应也很好。
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引用次数: 0
Augmented Reality for Assisting Students in the Learning Riau Malay Culture Local Subject during COVID-19 Pandemic 增强现实技术协助学生在COVID-19大流行期间学习廖内马来文化本地主题
Pub Date : 2021-10-14 DOI: 10.1109/URICET53378.2021.9865881
M. H. Adiya, D. Nasien, D. Andrio, S. Suroyo, Dina Mutia Sari, Nafisyah Apriani
Corona Virus Disease 2019 or known as COVID-19 disseminated Indonesia in March 2020. The presence of this virus leads to fear and worry, all work activities are carried out from home. This is also perceived by the Public Elementary School number 189 Pekanbaru (SDN 189), particularly in the subject Budaya Melayu Riau (BMR) or Riau Malay Culture. BMR is a subject on heritage that characterizes Riau Malay culture; it has material evidence objects which are the results of human cultural history, nature and the environment are notable to be preserved. The problem faced by SDN 189 is that the level of students' comprehension towards BMR subject is diminished during COVID-19. The solution offered in solving this problem is to create fun learning technology through online learning using Android-based Augmented Reality (AR). AR is a type of interactive technology combines actual and virtual objects to produce 3D objects that are real in life. Therefore, the ultimate goal of this research is to intensify the knowledge and teacher’s skills in teaching and enhance students' understanding of BMR subjects.
2019冠状病毒病或称为COVID-19于2020年3月在印度尼西亚传播。这种病毒的存在导致恐惧和担忧,所有工作活动都在家中进行。公立小学189 Pekanbaru (SDN 189)也认识到这一点,特别是在廖内马来文化(BMR)这门课上。BMR是一门具有廖内马来文化特征的遗产学科;它有物证对象,是人类文化历史、自然和环境的产物,值得保存。SDN 189面临的问题是,在2019冠状病毒病期间,学生对BMR科目的理解水平下降。解决这一问题的方法是利用基于android的增强现实(AR)技术,通过在线学习创造有趣的学习技术。AR是一种结合真实和虚拟物体的交互技术,可以产生生活中真实的3D物体。因此,本研究的最终目的是强化教师在教学中的知识和技能,增强学生对BMR学科的理解。
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引用次数: 0
Development of E-Module Assisted by Kvisoft Flipbook Maker on Work And Energy Materials for Senior High School Student Class X Kvisoft Flipbook Maker辅助下高中X班工作与能源材料E-Module的开发
Pub Date : 2021-10-14 DOI: 10.1109/URICET53378.2021.9865898
N. Islami, Tia Fitriani Arif, Muhammad Nasir, Azhar S. Pd M. T, F. Fakhruddin, Dedi Irawan
This research is to develop an electronic module (e-module) for teaching materials using Kvisoft Flipbook Maker software in the work and energy topic for the high school students class X. This e-module was developed as an idea for the solution of difficulties in learning of physics. This research used the research and development (R&D) and employed the ADDIE instructional model which is consisted of five stages, analysis, design, development, and implementation and evaluation stages. To make sure this e-module is good for the student, the e-module was assessed by three validators. The validation data was scored using the validity index of the Aiken's V formula. After validation process, the results showed that the e-module met the valid criteria. It valid in the aspect of content feasibility, learning design aspects, linguistic aspects, aspects of program operation ease, aspects of consistency and animation aspect with Aiken's V validity index of 0.87. Finally, it can be said that the e-module that was developed using Kvisoft Flipbook Maker on work and energy materials for class X high school students can be used in the real teaching for the class X the high school students.
本研究是利用Kvisoft Flipbook Maker软件为高中学生x班的工作与能量主题教材开发一个电子模块(e-module)。该电子模块的开发是为了解决物理学习中的困难。本研究采用研究与开发(R&D)方法,采用由分析、设计、开发、实施与评价五个阶段组成的ADDIE教学模型。为了确保该电子模块适合学生,该电子模块由三位验证者进行了评估。采用Aiken's V公式的效度指标对验证数据进行评分。经验证,结果表明该电子模符合有效标准。在内容可行性、学习设计、语言性、程序操作易用性、一致性和动画性方面均有效,Aiken的V效度指数为0.87。最后,可以说,使用Kvisoft Flipbook Maker开发的X班高中生工作和能源资料e-module可以用于X班高中生的实际教学中。
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引用次数: 0
Padlet for Remote Learning: Lessons Learned 小板远程学习:经验教训
Pub Date : 2021-10-14 DOI: 10.1109/URICET53378.2021.9865936
Jowati Juhary
The ways students learn now have changed. Students are no longer attending face-to-face sessions; they must adapt to learning remotely. While face-to-face sessions rely on physical tools to assist in teaching and learning, remote learning relies on digital tools such as video conferencing platforms, including Zoom, Microsoft Teams (MsTeams) and Google Meet; and software or applications to collaborate, including Padlet and Jamboard Google. The objective of this paper is to examine the use of Padlet for remote learning. To fulfil the objective, two research questions will be answered; firstly, what are the perceptions of students after learning with Padlet, and secondly, what are the best possible approaches to enhance students’ remote learning experience using Padlet and other collaborative software or applications. The methodology adopted for this paper is qualitative in nature, where convenience sampling was used. Questions were asked in the course WhatsApp groups and students were invited to answer them voluntarily. Findings suggest that students are positive about using Padlet and that they become more active in remote learning. On the other hand, ensuring and maintaining students’ focus pose a massive challenge too. The paper closes with two suggestions to enhance students’ experience learning remotely.
学生们现在的学习方式已经改变了。学生们不再参加面对面的课程;他们必须适应远程学习。面对面的教学依赖于物理工具来辅助教学,而远程学习依赖于数字工具,如视频会议平台,包括Zoom、微软Teams (msteam)和谷歌Meet;和软件或应用程序合作,包括Padlet和Jamboard Google。本文的目的是研究Padlet在远程学习中的应用。为了实现目标,将回答两个研究问题;首先,学生在使用Padlet学习后的感受是什么;其次,使用Padlet和其他协作软件或应用程序增强学生远程学习体验的最佳方法是什么。本文采用的方法本质上是定性的,其中使用了方便抽样。在课程的WhatsApp群中提出问题,并邀请学生自愿回答问题。研究结果表明,学生对使用Padlet持积极态度,并且他们在远程学习中变得更加积极。另一方面,确保和保持学生的注意力也是一个巨大的挑战。最后,本文提出了提高学生远程体验学习的两点建议。
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引用次数: 0
Enhancement of Quiz Moodle Feature in Developing e-Self Assessment Communication Skill 测验Moodle功能在培养电子自评沟通技巧中的强化
Pub Date : 2021-10-14 DOI: 10.1109/URICET53378.2021.9865899
Asyti Febliza, Zul Afdal, Jimmi Copriady, Dedi Futra
This research aims to analyze the validity, reliability, and practicality of e-self assessment instruments integrated into the quiz moodle feature to measure communication skills. This research is a Research and Development (R&D) research using the Borg and gall model. The validator in this study consisted of 11 experts consisting of 8 instrument experts and three digital application experts. The reliability test sample in this study amounted to 30 students and 50 students for practicality tests from Padang University. The sampling technique was stratified random sampling—research data obtained from validation sheets and student response questionnaires. The instrument validity data were analyzed using the CVR formula, and the level of reliability was analyzed using the help of SPSS version 26. Then, the feasibility of digital applications and the practicality of the instrument were analyzed using the percentage formula. The findings showed that: 1) all items of the communication instrument statement were declared valid with an average CVR of 0.95; 2) the communication instrument developed has a very high level of reliability with a Cronbach alpha value of 0.909; 3) the Moodle application used for filling out the communication skill instrument was declared very feasible by the expert with an average percentage of 86.25%; 4) the level of practicality of communication instrument integrated to moodle is 86.5% in the efficient category. Finally, the e-self assessment instrument integrated into the quiz moodle feature has met the valid, reliable, and practical criteria for measuring communication skills
本研究旨在分析整合测验模式功能的电子自我评估工具的效度、信度和实用性。这项研究是一项研究与开发(R&D)研究,使用Borg和gall模型。本研究的验证者由11名专家组成,其中8名仪器专家和3名数字应用专家。本研究的信度测试样本为30名巴东大学学生,实用性测试样本为50名。抽样方法是分层随机抽样,研究数据来自验证表和学生回答问卷。仪器效度数据采用CVR公式进行分析,信度水平采用SPSS 26进行分析。然后,利用百分比公式分析了数字化应用的可行性和仪器的实用性。结果表明:1)通信文书声明的所有条目均有效,平均CVR为0.95;2)研制的通信仪器具有很高的信度水平,Cronbach alpha值为0.909;3)专家认为用于填写沟通技能量表的Moodle应用程序非常可行,平均百分比为86.25%;4)与moodle集成的通信仪器的实用水平在高效类中为86.5%。最后,集成了测验模块功能的电子自我评估工具满足了有效、可靠和实用的沟通技巧测量标准
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引用次数: 1
Development of Teaching Materials of One-Variable Linear Equations Through Picture Stories Floating Markets 利用图片故事开发单变量线性方程教材
Pub Date : 2021-10-14 DOI: 10.1109/URICET53378.2021.9865923
Masriani Rika, Fajriah Noor, Suryaningsih Yuni
STEAM learning is an innovative learning approach because it is considered up-to-date in the industrial era 4.0. capable of supporting 4 (four) basic skills such as critical thinking, creativity, communication, and collaboration. One of the efforts to implement this requires flexible teaching materials with the primary material of mathematics. The one-variable linear equation is the direct mathematical material because it is still found that students still find it challenging to solve story form problems. One of the reasons is because students are not used to working on story problems in learning. Engaging and contextual teaching materials are expected to solve these problems This research aims to develop teaching materials for illustrated stories with valid one-variable linear equations with floating market nuances. This research was conducted using the Research and Development method using the model developed by Thiagarajan, Semmel & Semmel, namely the 4D model. Still, the steps taken were to define, design, and create. Validity data were collected through validation sheets and analyzed using descriptive statistics. Based on the results of the validity of experts as many as four people, the percentage of teaching materials' fact was 87.89%. This means that the teaching materials were developed to meet the validity criteria used. However, there are still shortcomings in the teaching materials where variations in character expressions and equations in illustrated stories have not been seen.
STEAM学习是一种创新的学习方法,因为它被认为是工业4.0时代的最新学习方法。具备批判性思维、创造力、沟通、协作等4项基本技能。实现这一目标的努力之一是灵活的教材,以数学为基础。单变量线性方程是直接的数学材料,因为学生仍然认为解决故事形式问题具有挑战性。其中一个原因是因为学生不习惯在学习中解决故事问题。本研究旨在开发具有有效单变量线性方程且具有浮动市场细微差别的插图故事教材。本研究采用研发方法,采用Thiagarajan, Semmel & Semmel开发的模型,即4D模型。然而,所采取的步骤是定义、设计和创造。通过验证表收集效度数据,并使用描述性统计进行分析。根据多达4位专家的效度测试结果,教材的真实性百分比为87.89%。这意味着教材的开发是为了满足所使用的效度标准。但是,教材中仍有不足之处,插图故事中人物表情和方程式的变化还没有出现。
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引用次数: 0
Modern Information and Communication Technologies as a Part of Teaching Process During Pandemy 现代信息通信技术作为大流行教学过程的一部分
Pub Date : 2021-10-14 DOI: 10.1109/URICET53378.2021.9865883
Ing. Milan Štrbo
The main aim of this article is to learn and provide information about information-communication technologies in the process of teaching. This paper briefly summarises ICT equipment with the focus on the way teachers use interactive whiteboard and ICT software with examples of software frequently used by language teachers. The article presents several positive and negative aspects of ICT which might affect the teachers´ decision whether to involve ICT in their teaching process. It names the main educational strategies that involve using modern technology with focus on mobile and electronic learning. The last part of this paper shortly describes the importance of teachers´ approach to ICT for effective use of ICT in teaching process.
本文的主要目的是在教学过程中学习和提供有关信息通信技术的信息。本文简要总结了ICT设备,重点介绍了教师使用交互式白板和ICT软件的方式,并举例说明了语言教师常用的软件。本文介绍了信息通信技术的几个积极和消极方面,这些方面可能会影响教师决定是否将信息通信技术纳入其教学过程。它列出了主要的教育策略,包括使用现代技术,重点是移动和电子学习。本文的最后一部分简要描述了教师的信息通信技术方法对于在教学过程中有效使用信息通信技术的重要性。
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引用次数: 0
URICET 2021 Cover Page 2021年封面
Pub Date : 2021-10-14 DOI: 10.1109/uricet53378.2021.9865971
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引用次数: 0
Contextual-Based E-comic Media Design 基于情境的电子漫画媒体设计
Pub Date : 2021-10-14 DOI: 10.1109/URICET53378.2021.9865903
Misba Herlina, Zulfarina, R. Linda
The novelty of design on student learning media needs to be developed so that students have curiosity about the material taught by the teacher so that students can become more active. Most students lack curiosity and understand the concept of science learning because the learning media is monotonous and unattractive. So that we can use contextual-based e-comic media as one of the innovations. Where e-comic makes it easier for students to understand abstract material, and can foster student interest in reading. The research objective is to design a contextual-based e-comic learning media. Descriptive research was conducted in two stages, namely analysis and design. The analysis phase is carried out by observation using a questionnaire and the design phase is carried out by utilizing computer software. The results of the analysis phase of the research showed that 65% of students thought that the material on the circulatory system was difficult to understand. And the resulting contextual-based e-comic design, so that students can relate learning to real life. This research is expected to be developed and further testing is needed for students.
培养学生学习媒体设计的新颖性,使学生对教师所教授的材料产生好奇心,使学生更加积极主动。大多数学生缺乏好奇心,理解科学学习的概念,因为学习媒介单调,缺乏吸引力。所以我们可以使用基于情境的电子漫画媒体作为创新之一。电子漫画使学生更容易理解抽象的材料,并能培养学生的阅读兴趣。本研究的目的是设计一个基于情境的电子漫画学习媒体。描述性研究分为分析和设计两个阶段。分析阶段采用问卷调查法进行观察,设计阶段采用计算机软件进行设计。研究分析阶段的结果显示,65%的学生认为关于循环系统的材料很难理解。而由此产生的基于情境的电子漫画设计,使学生能够将学习与现实生活联系起来。这项研究预计将得到进一步发展,并需要对学生进行进一步的测试。
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引用次数: 1
期刊
2021 Universitas Riau International Conference on Education Technology (URICET)
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