Pub Date : 2021-10-14DOI: 10.1109/URICET53378.2021.9865916
Asih Zunaidah, Lailatul Rifah, Miftahul Hamim
This paper addresses teaching English to middle-aged learners who are the members of JPPRI (Jaringan Perempuan Pekerja Rumahan Indonesia – Indonesian Domestic Worker Network) as a part of community development. The 45 participants were not familiar with online classes and most of them were unable to spend time for self-learning apart from the class session; thus, the instructors needed to come up with teaching strategies to deal with the students' condition. This study attempted to solve problems related to students' low performance and participation by implementing TBT (Task-based Teaching) specifically designed to be delivered via WhatsApp group. The researchers conducted two cycles of action research and the altered teaching approach showed satisfactory results. The learners' performance and participation increased steadily after the teachers implemented the TBT. We conclude that the TBT model in this study is useful for online classes using WhatsApp application; repetition, elaboration, and learning duration are essential in the TBT model for middle-aged learners to attain the targeted learning outcomes.
本文将向JPPRI (Jaringan Perempuan Pekerja Rumahan Indonesia -印度尼西亚家政工人网络)成员的中年学习者教授英语作为社区发展的一部分。45名参与者不熟悉在线课程,大多数人无法在课程之外花时间进行自学;因此,教师需要提出教学策略来应对学生的这种情况。本研究试图通过实施专门设计的通过WhatsApp群进行的TBT (Task-based Teaching,任务型教学),来解决学生表现不佳和参与度低的问题。研究人员进行了两个周期的行动研究,改变后的教学方法取得了满意的效果。教师实施TBT后,学习者的表现和参与稳步提高。我们的结论是,本研究中的TBT模型对使用WhatsApp应用程序的在线课程是有用的;重复、细化和学习时间是中年学习者TBT模式中达到目标学习效果的关键。
{"title":"Implementing TBT in Online English Class for Indonesian Domestic Workers","authors":"Asih Zunaidah, Lailatul Rifah, Miftahul Hamim","doi":"10.1109/URICET53378.2021.9865916","DOIUrl":"https://doi.org/10.1109/URICET53378.2021.9865916","url":null,"abstract":"This paper addresses teaching English to middle-aged learners who are the members of JPPRI (Jaringan Perempuan Pekerja Rumahan Indonesia – Indonesian Domestic Worker Network) as a part of community development. The 45 participants were not familiar with online classes and most of them were unable to spend time for self-learning apart from the class session; thus, the instructors needed to come up with teaching strategies to deal with the students' condition. This study attempted to solve problems related to students' low performance and participation by implementing TBT (Task-based Teaching) specifically designed to be delivered via WhatsApp group. The researchers conducted two cycles of action research and the altered teaching approach showed satisfactory results. The learners' performance and participation increased steadily after the teachers implemented the TBT. We conclude that the TBT model in this study is useful for online classes using WhatsApp application; repetition, elaboration, and learning duration are essential in the TBT model for middle-aged learners to attain the targeted learning outcomes.","PeriodicalId":197818,"journal":{"name":"2021 Universitas Riau International Conference on Education Technology (URICET)","volume":"129 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2021-10-14","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"123113217","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Pub Date : 2021-10-14DOI: 10.1109/URICET53378.2021.9865890
Indra Dharma Wijaya, D. Suprianto, Vipkas Al Hadid Firdaus
The digitalization of industry 4.0 is exponentially fast and constantly changing, affecting all aspects, technological aspects, and educational aspects. The Internet of Things, as part of industrial digitization technology 4.0 is an extraordinarily complex system, including embedded devices consisting of electronic components integrated and can communicate with each other. IoT has been very popular, and the number of smart devices is growing every day. So, we are talking about smart wearables, smart houses, smart cities, smart cars, smart healthcare, smart agriculture, etc. Unfortunately, for learning purposes, the available Internet of Things devices has not described the whole of the IoT system and how that works in a comprehensive and integrated manner. This paper presents a software-centric description of the entire IoT ecosystem’s design and implementation, covering aspects of hardware, communication protocol, and software. This IoT infrastructure system is used in the IoT laboratory as learning media, which is part of the information technology department’s curriculum at the State Polytechnic of Malang. At the end of the paper, we present the resultant system’s details, discuss lessons learned during the implementation, and identify the directions in which we are continuing the work.
{"title":"Design of IoT Infrastructure as Support Empirical Learning In IoT Laboratory","authors":"Indra Dharma Wijaya, D. Suprianto, Vipkas Al Hadid Firdaus","doi":"10.1109/URICET53378.2021.9865890","DOIUrl":"https://doi.org/10.1109/URICET53378.2021.9865890","url":null,"abstract":"The digitalization of industry 4.0 is exponentially fast and constantly changing, affecting all aspects, technological aspects, and educational aspects. The Internet of Things, as part of industrial digitization technology 4.0 is an extraordinarily complex system, including embedded devices consisting of electronic components integrated and can communicate with each other. IoT has been very popular, and the number of smart devices is growing every day. So, we are talking about smart wearables, smart houses, smart cities, smart cars, smart healthcare, smart agriculture, etc. Unfortunately, for learning purposes, the available Internet of Things devices has not described the whole of the IoT system and how that works in a comprehensive and integrated manner. This paper presents a software-centric description of the entire IoT ecosystem’s design and implementation, covering aspects of hardware, communication protocol, and software. This IoT infrastructure system is used in the IoT laboratory as learning media, which is part of the information technology department’s curriculum at the State Polytechnic of Malang. At the end of the paper, we present the resultant system’s details, discuss lessons learned during the implementation, and identify the directions in which we are continuing the work.","PeriodicalId":197818,"journal":{"name":"2021 Universitas Riau International Conference on Education Technology (URICET)","volume":"75 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2021-10-14","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"114615101","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Pub Date : 2021-10-14DOI: 10.1109/URICET53378.2021.9865908
Annisa Permata Islami, Eliwarti Eliwarti, M. Syarfi
The monotone teaching style of English subject in senior high school affect the students' eagerness in the learning process. Thus, it needs an innovation to create an interactive learning media. The purpose of this research is to design and develop a feasible interactive e-module using the Flip Builder application on the Explanation Text material with an environmental approach for grade XI senior high school. The research method applied Research and Development (R&D) with ADDIE development model. The result of the study was a feasible interactive e-module with several videos and games to attract students' attention in the learning process. The validation results provide an information that the e-module valid for all aspects. Thus, it can be concluded that the interactive e-module using the Flip Builder application on the Explanation Text material with the specific approach for class XI senior high school is feasible which then can be applied in schools after further studies.
{"title":"E-Module Development with an Environmental Approach for Improving English Skills","authors":"Annisa Permata Islami, Eliwarti Eliwarti, M. Syarfi","doi":"10.1109/URICET53378.2021.9865908","DOIUrl":"https://doi.org/10.1109/URICET53378.2021.9865908","url":null,"abstract":"The monotone teaching style of English subject in senior high school affect the students' eagerness in the learning process. Thus, it needs an innovation to create an interactive learning media. The purpose of this research is to design and develop a feasible interactive e-module using the Flip Builder application on the Explanation Text material with an environmental approach for grade XI senior high school. The research method applied Research and Development (R&D) with ADDIE development model. The result of the study was a feasible interactive e-module with several videos and games to attract students' attention in the learning process. The validation results provide an information that the e-module valid for all aspects. Thus, it can be concluded that the interactive e-module using the Flip Builder application on the Explanation Text material with the specific approach for class XI senior high school is feasible which then can be applied in schools after further studies.","PeriodicalId":197818,"journal":{"name":"2021 Universitas Riau International Conference on Education Technology (URICET)","volume":"179 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2021-10-14","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"116897672","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Pub Date : 2021-10-14DOI: 10.1109/URICET53378.2021.9865946
E. Kasih, Dina Amelia, M. Fitratullah
The Covid 19 pandemic has caused problems and progress in learning. Issues related to the online learning process are faced by educators related to technology use. On the one hand, due to the demands of the situation, the online learning process during the pandemic led to progress in learning using technology. One of them is by using a blog. This study aims to find out students' attitudes related to learning literature by using blogs. 79 students in the English Literature study program, Faculty of Art and Education at The University of Teknokrat Indonesia, were the samples in this study. Some of the benefits of blogs were collected and students interpreted blogs positive. Higher response to the use of blogs as a medium to increase critical thought shows positive regarding the purpose of learning literature. The findings also show that there are several problems faced by students related to the use of blogs. However, the students are interested in developing argumentative skills in writing paper on blog and the internet as a medium of self-representation.
{"title":"Unraveling Students’ Attitude of Using Blog for Online Learning in Literature Class","authors":"E. Kasih, Dina Amelia, M. Fitratullah","doi":"10.1109/URICET53378.2021.9865946","DOIUrl":"https://doi.org/10.1109/URICET53378.2021.9865946","url":null,"abstract":"The Covid 19 pandemic has caused problems and progress in learning. Issues related to the online learning process are faced by educators related to technology use. On the one hand, due to the demands of the situation, the online learning process during the pandemic led to progress in learning using technology. One of them is by using a blog. This study aims to find out students' attitudes related to learning literature by using blogs. 79 students in the English Literature study program, Faculty of Art and Education at The University of Teknokrat Indonesia, were the samples in this study. Some of the benefits of blogs were collected and students interpreted blogs positive. Higher response to the use of blogs as a medium to increase critical thought shows positive regarding the purpose of learning literature. The findings also show that there are several problems faced by students related to the use of blogs. However, the students are interested in developing argumentative skills in writing paper on blog and the internet as a medium of self-representation.","PeriodicalId":197818,"journal":{"name":"2021 Universitas Riau International Conference on Education Technology (URICET)","volume":"353 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2021-10-14","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"123187259","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Pub Date : 2021-10-14DOI: 10.1109/URICET53378.2021.9865976
Said Achmad, Ria Rizkia Alvi, Wilson, Mangatur Sinaga
This development research aims to describe the condition of student learning behavior and learning behavior after the application of the role playing learning model in the social pathology course at the Public Education Study Program, FKIP UNRI. The research method is research and development (R&D), with mixed methods analysis techniques. This research and development process is a development trial stage. Data collection techniques using observation, questionnaires and written tests. The data were analyzed descriptively for the application of the role playing model and learning behavior. Knowledge and response data were analyzed quantitatively by percentage test, assessment score and t-test. The results showed that the initial condition of student learning behavior did not look good, meaning that the condition of student learning behavior still needed a lot of attention and improvement, but with the application of the role playing model, student learning behavior improved. It can be seen from the aspect of the effectiveness of the role playing model that behavior appears more than 3 times with as percentage of 77% in the good category. The results of observations on trials conducted on the implementation of written learning outcomes obtained an average score of 81.44 with 80% completeness (completed). The results of student responses to the role playing learning model are good/positive with an average of 86%. Student learning behavior in the social pathology course using the role playing learning model is in the good category.
{"title":"Development of Role Playing Learning Model in Improving Student Learning Behavior in Social Phatology Course","authors":"Said Achmad, Ria Rizkia Alvi, Wilson, Mangatur Sinaga","doi":"10.1109/URICET53378.2021.9865976","DOIUrl":"https://doi.org/10.1109/URICET53378.2021.9865976","url":null,"abstract":"This development research aims to describe the condition of student learning behavior and learning behavior after the application of the role playing learning model in the social pathology course at the Public Education Study Program, FKIP UNRI. The research method is research and development (R&D), with mixed methods analysis techniques. This research and development process is a development trial stage. Data collection techniques using observation, questionnaires and written tests. The data were analyzed descriptively for the application of the role playing model and learning behavior. Knowledge and response data were analyzed quantitatively by percentage test, assessment score and t-test. The results showed that the initial condition of student learning behavior did not look good, meaning that the condition of student learning behavior still needed a lot of attention and improvement, but with the application of the role playing model, student learning behavior improved. It can be seen from the aspect of the effectiveness of the role playing model that behavior appears more than 3 times with as percentage of 77% in the good category. The results of observations on trials conducted on the implementation of written learning outcomes obtained an average score of 81.44 with 80% completeness (completed). The results of student responses to the role playing learning model are good/positive with an average of 86%. Student learning behavior in the social pathology course using the role playing learning model is in the good category.","PeriodicalId":197818,"journal":{"name":"2021 Universitas Riau International Conference on Education Technology (URICET)","volume":"5 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2021-10-14","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"126452217","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Pub Date : 2021-10-14DOI: 10.1109/URICET53378.2021.9865955
Jaime A. Palma-Mendoza, Ivan Andres Arana-Solares, C. Garay-Rondero, Ernesto Pacheco-Velazquez
The appearance of COVID 19 caused the closure of many higher education institution facilities across the world and Mexico was no exception. This situation interrupted normal teaching and learning activities, fostering the search and development of tools which can guarantee the continuation of learning and teaching activities. Accordingly, this article describes the need for a tool to support learning activities within the context of a challenge-based learning approach. Consequently, after a search for an existing tool it was decided to design a tool suitable for competence development through challenge-based learning. Thus, a mobile app named Klever 21 was designed and released as a test version for this purpose. Additionally, this mobile app is associated with a web platform to aid project management and student competence evaluations. This article describes the main features of Klever 21 which is currently being tested at Tecnologico de Monterrey. This technology represents an evolution of mobile app technologies to face disruptive situations in higher education institutions.
随着新冠肺炎疫情的出现,世界各地的高等教育机构纷纷关闭,墨西哥也不例外。这种情况中断了正常的教学活动,促使人们寻找和开发能够保证学习和教学活动继续进行的工具。因此,本文描述了在基于挑战的学习方法的背景下支持学习活动的工具的需求。因此,在对现有工具进行搜索后,决定设计一种适合通过基于挑战的学习进行能力开发的工具。为此,我们设计并发布了一款名为Klever 21的手机应用程序作为测试版本。此外,这个移动应用程序与一个网络平台相关联,以帮助项目管理和学生能力评估。本文描述了目前正在tecologico de Monterrey进行测试的Klever 21的主要特性。这项技术代表了移动应用技术的演变,以应对高等教育机构的颠覆性情况。
{"title":"Klever 21: Mobile App to Support Competence-Based Education","authors":"Jaime A. Palma-Mendoza, Ivan Andres Arana-Solares, C. Garay-Rondero, Ernesto Pacheco-Velazquez","doi":"10.1109/URICET53378.2021.9865955","DOIUrl":"https://doi.org/10.1109/URICET53378.2021.9865955","url":null,"abstract":"The appearance of COVID 19 caused the closure of many higher education institution facilities across the world and Mexico was no exception. This situation interrupted normal teaching and learning activities, fostering the search and development of tools which can guarantee the continuation of learning and teaching activities. Accordingly, this article describes the need for a tool to support learning activities within the context of a challenge-based learning approach. Consequently, after a search for an existing tool it was decided to design a tool suitable for competence development through challenge-based learning. Thus, a mobile app named Klever 21 was designed and released as a test version for this purpose. Additionally, this mobile app is associated with a web platform to aid project management and student competence evaluations. This article describes the main features of Klever 21 which is currently being tested at Tecnologico de Monterrey. This technology represents an evolution of mobile app technologies to face disruptive situations in higher education institutions.","PeriodicalId":197818,"journal":{"name":"2021 Universitas Riau International Conference on Education Technology (URICET)","volume":"23 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2021-10-14","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"126678592","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Pub Date : 2021-10-14DOI: 10.1109/URICET53378.2021.9865969
Sri Erlinda, Mirza Hardian, Supriadi
The research aimed to analyze the learning effectiveness of using E-learning and to explore the learning motivation of the college students at FKIP, University of Riau. The research setting was at FKIP, University of Riau. The research population was 208 lecturers and 5.013 bachelor degree students from 16 departments (Riau Central Bureau of Statistics). The sampling technique employed in this research was simple random sampling and then, the fixed samples were 320 respondents. The data collection methods used here were questionnaire, interview, documentation, and observation. The research showed that the learning effectiveness of using E-learning, from the perspective of lecturers, and college students, were categorized as "less effective." Likewise, the learning motivation when using E-learning was categorized as "low." The calculation of E-learning effectiveness by the lecturers of FKIP UNRI was 7.485, which was in the range of 6.161 – 8.800. The learning motivation of FKIP UNRI’s students was 380, which was in the range of 337 - 480. Meanwhile, the E-learning effectiveness by FKIP UNRI’S students was 7.845, which was in the range of 6.161 - 8.800. The learning motivation of students was 3.473, which was in the range of 3.361 – 4.800.
{"title":"The Effectiveness of Using E-Learning at FKIP University of Riau","authors":"Sri Erlinda, Mirza Hardian, Supriadi","doi":"10.1109/URICET53378.2021.9865969","DOIUrl":"https://doi.org/10.1109/URICET53378.2021.9865969","url":null,"abstract":"The research aimed to analyze the learning effectiveness of using E-learning and to explore the learning motivation of the college students at FKIP, University of Riau. The research setting was at FKIP, University of Riau. The research population was 208 lecturers and 5.013 bachelor degree students from 16 departments (Riau Central Bureau of Statistics). The sampling technique employed in this research was simple random sampling and then, the fixed samples were 320 respondents. The data collection methods used here were questionnaire, interview, documentation, and observation. The research showed that the learning effectiveness of using E-learning, from the perspective of lecturers, and college students, were categorized as \"less effective.\" Likewise, the learning motivation when using E-learning was categorized as \"low.\" The calculation of E-learning effectiveness by the lecturers of FKIP UNRI was 7.485, which was in the range of 6.161 – 8.800. The learning motivation of FKIP UNRI’s students was 380, which was in the range of 337 - 480. Meanwhile, the E-learning effectiveness by FKIP UNRI’S students was 7.845, which was in the range of 6.161 - 8.800. The learning motivation of students was 3.473, which was in the range of 3.361 – 4.800.","PeriodicalId":197818,"journal":{"name":"2021 Universitas Riau International Conference on Education Technology (URICET)","volume":"1 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2021-10-14","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"128404022","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Pub Date : 2021-10-14DOI: 10.1109/URICET53378.2021.9865970
Jimmi Copriady, Bella Pratiwi*, L. Anwar
Covid-19 pandemic has affected psychological condition and alteration of human behavior. This also has an impact on education system in Indonesia. To continue the learning process, an effort is needed by conducting an online learning. To bolster up the implementation of online learning processes, e-module is needed to be used as online teaching material. This study aims to develop an e-module based on phenomenon-based learning in Thermochemistry material which is feasible to be implemented in the learning processes in school by offline and online. This study used a research and development (R & D) study using Plomp model. Data collection techniques used expert validation questionnaires and user response questionnaires. Feasibility level of e-module based on phenomenon-based learning in thermochemistry seen form the function aspect as a teaching source based on the experts and users’ research is 98.3%; hence, the e-module based on phenomenon-based learning which developed is feasible to be implemented as the teaching sources. The e-module based on phenomenon-based learning is tested to 10 high school students, and then they are requested to fill out the respondent questionnaires and the results are 90.13%. The advantages of e-module based on phenomenon-based learning are: (1) equipped with a description of phenomena-based material found in everyday life; (2) equipped with critical questions to improve students' critical thinking skills; (3) equipped with learning videos as a support for students to repeat the teaching material; (4) and it can be used anywhere and anytime.
{"title":"Development of E-Module based on Phenomenon-based Learning in Thermochemistry to Facilitate Student during Covid-19 Pandemic","authors":"Jimmi Copriady, Bella Pratiwi*, L. Anwar","doi":"10.1109/URICET53378.2021.9865970","DOIUrl":"https://doi.org/10.1109/URICET53378.2021.9865970","url":null,"abstract":"Covid-19 pandemic has affected psychological condition and alteration of human behavior. This also has an impact on education system in Indonesia. To continue the learning process, an effort is needed by conducting an online learning. To bolster up the implementation of online learning processes, e-module is needed to be used as online teaching material. This study aims to develop an e-module based on phenomenon-based learning in Thermochemistry material which is feasible to be implemented in the learning processes in school by offline and online. This study used a research and development (R & D) study using Plomp model. Data collection techniques used expert validation questionnaires and user response questionnaires. Feasibility level of e-module based on phenomenon-based learning in thermochemistry seen form the function aspect as a teaching source based on the experts and users’ research is 98.3%; hence, the e-module based on phenomenon-based learning which developed is feasible to be implemented as the teaching sources. The e-module based on phenomenon-based learning is tested to 10 high school students, and then they are requested to fill out the respondent questionnaires and the results are 90.13%. The advantages of e-module based on phenomenon-based learning are: (1) equipped with a description of phenomena-based material found in everyday life; (2) equipped with critical questions to improve students' critical thinking skills; (3) equipped with learning videos as a support for students to repeat the teaching material; (4) and it can be used anywhere and anytime.","PeriodicalId":197818,"journal":{"name":"2021 Universitas Riau International Conference on Education Technology (URICET)","volume":"35 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2021-10-14","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"130348067","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Pub Date : 2021-10-14DOI: 10.1109/URICET53378.2021.9865972
Octi Rjeky Mardasari, A. Ventivani, Karina Fefi Laksana Sakti, Lukluk Ul Muyassaroh, M. Kharis, Anas Ahmadi
This study aims to describe the effectiveness of Augmented Reality technology-based Classical Chinese Poetry visualization in literature learning. The population of this study were 46 students of Universitas Negeri Malang and Universitas Negeri Surabaya. This research is a pre-experimental study using the One Group Pretest-Posttest Design. Learning using modules accompanied by Augmented Reality Technology-based applications is carried out in three face-to-face and one post-test. The instrument used in this study was a multiple choice formative test. The results showed a significant change in the mean value between the pre-test and post-test, namely an increase of 14 with an average pre-test of 65.75 to 79.75 on the average post-test. The N-gain calculation is in the medium category. Paired Sample T-test results obtained a significance level (effective). Based on the results of several tests, it was concluded that the visualization of Classical Chinese Poetry based on Augmented Reality could be used as a companion medium for textbooks or as a medium that can help students become learning subjects.
{"title":"Visualization of Classical Chinese Poetry with Augmented Reality Technology","authors":"Octi Rjeky Mardasari, A. Ventivani, Karina Fefi Laksana Sakti, Lukluk Ul Muyassaroh, M. Kharis, Anas Ahmadi","doi":"10.1109/URICET53378.2021.9865972","DOIUrl":"https://doi.org/10.1109/URICET53378.2021.9865972","url":null,"abstract":"This study aims to describe the effectiveness of Augmented Reality technology-based Classical Chinese Poetry visualization in literature learning. The population of this study were 46 students of Universitas Negeri Malang and Universitas Negeri Surabaya. This research is a pre-experimental study using the One Group Pretest-Posttest Design. Learning using modules accompanied by Augmented Reality Technology-based applications is carried out in three face-to-face and one post-test. The instrument used in this study was a multiple choice formative test. The results showed a significant change in the mean value between the pre-test and post-test, namely an increase of 14 with an average pre-test of 65.75 to 79.75 on the average post-test. The N-gain calculation is in the medium category. Paired Sample T-test results obtained a significance level (effective). Based on the results of several tests, it was concluded that the visualization of Classical Chinese Poetry based on Augmented Reality could be used as a companion medium for textbooks or as a medium that can help students become learning subjects.","PeriodicalId":197818,"journal":{"name":"2021 Universitas Riau International Conference on Education Technology (URICET)","volume":"30 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2021-10-14","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"133773295","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Pub Date : 2021-10-14DOI: 10.1109/URICET53378.2021.9865904
Muhammad Rahmattullah, Nahdi Nahdi, Baseran Nor, Syaripudin Bahar
The aim of this research is to develop interactive learning media with macromedia flash-based for economics lessons in high school. Subject focusing on interactive learning media with problem-based learning models on "Balance of Payments" subject. This research wants to find out the process passed in the development of learning media, the validity and feasibility of it. The method used is Research and Development by using procedures from Borg and Gall. This study implemented at SMA Negeri 12 Banjarmasin. The instruments used are validation sheets and questionnaires. The data collection methods used are interviews and validations. The results showed that overall, the learning media got a score of 4,27 (very valid). The initial field trial gets a media expert validation score of 4,1 (valid) and practitioners score of 4,31 (very valid). Field trials with small-scale student responses to learning media with validity score of 4.45 (very valid). The field execution test resulted in a larger-scale student response score with validity score of 4.23 (very valid). It means that interactive learning media with macromedia flash-based is valid and feasible to implemented for economics lessons in high school on "Balance of Payments" subject.
本研究的目的是开发基于macromedia flash的高中经济学课堂互动学习媒体。“国际收支”主题的互动式学习媒体,采用基于问题的学习模式。本研究旨在了解学习媒体在发展过程中所经历的过程及其有效性和可行性。所使用的方法是通过博格和加尔的程序进行研究和开发。本研究在SMA Negeri 12 Banjarmasin进行。使用的工具是验证表和问卷。使用的数据收集方法是访谈和验证。结果显示,学习媒体整体得分为427分(非常有效)。最初的现场试验得到媒体专家的验证分数为4.1(有效),从业者的验证分数为4.31(非常有效)。小规模学生对学习媒体反应的实地试验,效度得分为4.45(非常有效)。实地执行测验的学生反应得分为4.23分(非常有效)。这说明基于macromedia flash的交互式学习媒体在高中经济学“国际收支”课程中实施是有效可行的。
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