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

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Implementing TBT in Online English Class for Indonesian Domestic Workers 在印尼家政英语在线课堂中实施TBT
Pub Date : 2021-10-14 DOI: 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。
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引用次数: 0
Design of IoT Infrastructure as Support Empirical Learning In IoT Laboratory 支持物联网实验室经验学习的物联网基础设施设计
Pub Date : 2021-10-14 DOI: 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.
工业4.0的数字化正以指数级的速度不断变化,影响着各个方面,包括技术方面和教育方面。物联网作为工业数字化技术4.0的一部分,是一个极其复杂的系统,包括由集成的电子元件组成的嵌入式设备,并且可以相互通信。物联网已经非常流行,智能设备的数量每天都在增长。所以,我们谈论的是智能可穿戴设备、智能房屋、智能城市、智能汽车、智能医疗、智能农业等。不幸的是,出于学习目的,可用的物联网设备并没有描述整个物联网系统以及它如何以全面和集成的方式工作。本文以软件为中心描述了整个物联网生态系统的设计和实现,涵盖了硬件、通信协议和软件的各个方面。这个物联网基础设施系统被用作物联网实验室的学习媒体,这是玛琅国立理工学院信息技术系课程的一部分。在论文的最后,我们展示了最终系统的细节,讨论了在实现过程中获得的经验教训,并确定了我们继续工作的方向。
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引用次数: 0
E-Module Development with an Environmental Approach for Improving English Skills 环境教学法下的e模块开发:提高英语技能
Pub Date : 2021-10-14 DOI: 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.
高中英语学科单调的教学方式影响了学生在学习过程中的积极性。因此,创建互动式学习媒体需要创新。本研究的目的是设计并开发一个可行的交互式电子模块,使用Flip Builder应用程序在高中十一年级的环境方法的解释文本材料。研究方法采用ADDIE开发模型的研究与开发(R&D)。研究的结果是一个可行的互动电子模块,其中包括几个视频和游戏,以吸引学生在学习过程中的注意力。验证结果提供了该电子模块在各个方面都有效的信息。综上所述,针对高中11班的具体情况,利用Flip Builder应用程序在讲解文本材料上开发互动式电子模块是可行的,经过进一步的研究,可以在学校中应用。
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引用次数: 1
Unraveling Students’ Attitude of Using Blog for Online Learning in Literature Class 文学课学生使用博客网络学习态度探析
Pub Date : 2021-10-14 DOI: 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.
2019冠状病毒病大流行给学习带来了问题和进步。与在线学习过程相关的问题是与技术使用相关的教育工作者所面临的。一方面,由于形势的需要,疫情期间的在线学习进程带动了技术学习的进步。其中之一就是使用博客。本研究旨在了解学生使用博客学习文学的态度。本研究以印度尼西亚Teknokrat大学艺术与教育学院英语文学研究项目的79名学生为样本。收集了博客的一些好处,学生们对博客的理解是积极的。对于使用博客作为媒介来增加批判性思维的回应较高,显示出对学习文学目的的积极态度。调查结果还表明,学生在使用博客方面面临着一些问题。然而,学生们有兴趣发展在博客和互联网上写论文的辩论技巧,作为自我表现的媒介。
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引用次数: 0
Development of Role Playing Learning Model in Improving Student Learning Behavior in Social Phatology Course 角色扮演学习模式在提高学生社会病理学学习行为中的应用
Pub Date : 2021-10-14 DOI: 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.
本发展研究旨在描述角色扮演学习模式应用于复旦大学公共教育研究计划社会病理学课程后,学生学习行为与学习行为的状况。研究方法为研究与开发(R&D),采用混合方法分析技术。这个研发过程是一个开发试验阶段。数据收集技术使用观察,问卷调查和书面测试。对数据进行描述性分析,探讨角色扮演模型和学习行为的应用。采用百分比检验、评定分数和t检验对知识和反应数据进行定量分析。结果表明,学生学习行为的初始条件并不理想,说明学生的学习行为条件还需要大量的关注和改进,但随着角色扮演模式的应用,学生的学习行为得到了改善。从角色扮演模式的有效性方面可以看出,行为在良好类别中出现了3次以上,所占比例为77%。对实施书面学习成果的试验进行观察的结果,平均得分为81.44,完成度为80%。学生对角色扮演学习模式的反应为良好/正面,平均为86%。在《社会病理学》课程中,运用角色扮演学习模式的学生学习行为表现良好。
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引用次数: 0
Klever 21: Mobile App to Support Competence-Based Education Klever 21:支持能力教育的移动应用
Pub Date : 2021-10-14 DOI: 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。
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引用次数: 0
The Effectiveness of Using E-Learning at FKIP University of Riau 在廖内FKIP大学使用电子学习的有效性
Pub Date : 2021-10-14 DOI: 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.
本研究旨在分析廖内大学FKIP大学生使用E-learning的学习效果,并探讨其学习动机。研究地点在廖内大学FKIP。研究对象为16个系的208名讲师和5.013名本科生(廖内省中央统计局)。本研究采用的抽样方法为简单随机抽样,固定样本为320名受访者。本研究采用问卷调查、访谈、文献、观察等方法收集资料。研究表明,从讲师和大学生的角度来看,使用电子学习的学习效果被归类为“效果较差”。同样,使用电子学习时的学习动机被归类为“低”。FKIP UNRI讲师的E-learning有效性计算值为7.485,范围在6.161 - 8.800之间。FKIP UNRI学生的学习动机为380,在337 - 480之间。与此同时,FKIP UNRI学生的E-learning有效性为7.845,介于6.161 - 8.800之间。学生的学习动机为3.473,范围在3.361 ~ 4.800之间。
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引用次数: 0
Development of E-Module based on Phenomenon-based Learning in Thermochemistry to Facilitate Student during Covid-19 Pandemic 基于现象学习的热化学e模块开发,为学生应对新冠肺炎疫情提供帮助
Pub Date : 2021-10-14 DOI: 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.
Covid-19大流行影响了人类的心理状况和行为改变。这也对印尼的教育系统产生了影响。为了继续学习过程,需要通过进行在线学习来努力。为了加强在线学习过程的实施,需要使用电子模块作为在线教学材料。本研究旨在开发一个基于现象学习的热化学材料电子模块,该模块可通过离线和在线两种方式在学校学习过程中实施。本研究采用普洛普模型进行研究开发(r&d)研究。数据收集技术采用专家验证问卷和用户回答问卷。从功能方面看,基于现象学习的热化学电子模块作为基于专家和用户研究的教学源的可行性为98.3%;因此,所开发的基于现象学习的电子模块作为教学源是可行的。基于现象学习的e-module对10名高中生进行了测试,并要求他们填写问卷,结果为90.13%。基于现象学习的e-module的优点是:(1)具备对日常生活中发现的现象材料的描述;(2)配备批判性问题,提高学生的批判性思维能力;(3)配备学习视频,作为学生复述教材的支持;(4)可随时随地使用。
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引用次数: 0
Visualization of Classical Chinese Poetry with Augmented Reality Technology 用增强现实技术实现中国古典诗词的可视化
Pub Date : 2021-10-14 DOI: 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.
本研究旨在描述基于增强现实技术的中国古典诗词可视化在文学学习中的有效性。本研究的人群为46名来自玛琅南吉里大学和泗水南吉里大学的学生。本研究采用一组前测后测设计进行实验前研究。使用基于增强现实技术的应用程序的模块学习在三个面对面和一个后测试中进行。本研究使用的工具是多项选择形成性测验。结果表明,前测与后测的平均值变化显著,前测均值为65.75,后测均值为79.75,前测均值增加14。n增益计算属于中等范畴。配对样本t检验结果达到显著水平(有效)。基于多次测试的结果,本文认为基于增强现实的中国古典诗歌可视化可以作为教科书的伴侣媒介或作为帮助学生成为学习主体的媒介。
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引用次数: 0
The Development of Interactive Learning Media Based on Macromedia Flash for Economics Lessons in High School 基于Macromedia Flash的高中经济学交互式学习媒体的开发
Pub Date : 2021-10-14 DOI: 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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引用次数: 1
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2021 Universitas Riau International Conference on Education Technology (URICET)
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