Pub Date : 2021-05-27DOI: 10.2021/JODLI.V2I2.19179
Didik Dwi Prastyo, M. Amin, H. Susanto
We investigate the effectiveness of module to reduce misconception and improve learning outcomes in genetic material using multiple choice test with CRI. This study using pre-experiment study with one group pretest post test design. This study reports the results of analysis of misconception level of XII grades in SMA Negeri 5 Malang reduce from 33.42 percent to 12.92 percent. Learning outcome increase from 38.30 into 72.96. These results indicate that the genetic module is effective to reducing the level of misconceptions and improving student cognitive learning outcomes.Keywords: Misconception, learning outcomes, genetic
本研究采用CRI选择题测试,探讨了该模块在减少误解和提高遗传材料学习效果方面的有效性。本研究采用一组前测后测设计。本研究报告了SMA Negeri 5 Malang中XII等级的误解程度从33.42%降低到12.92%的分析结果。学习成绩从38.30分提高到72.96分。这些结果表明,遗传模块对降低误解水平和提高学生的认知学习效果是有效的。关键词:误解,学习成果,遗传
{"title":"Effectiveness of Genetic Module to Reduce Misconception Levels and Improve Cognitive Learning Outcomes of Grade XII Students of SMA Negeri 5 Malang","authors":"Didik Dwi Prastyo, M. Amin, H. Susanto","doi":"10.2021/JODLI.V2I2.19179","DOIUrl":"https://doi.org/10.2021/JODLI.V2I2.19179","url":null,"abstract":"We investigate the effectiveness of module to reduce misconception and improve learning outcomes in genetic material using multiple choice test with CRI. This study using pre-experiment study with one group pretest post test design. This study reports the results of analysis of misconception level of XII grades in SMA Negeri 5 Malang reduce from 33.42 percent to 12.92 percent. Learning outcome increase from 38.30 into 72.96. These results indicate that the genetic module is effective to reducing the level of misconceptions and improving student cognitive learning outcomes.Keywords: Misconception, learning outcomes, genetic","PeriodicalId":262711,"journal":{"name":"Journal of Disruptive Learning Innovation (JODLI)","volume":"2 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2021-05-27","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"115151262","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 : 2021-05-27DOI: 10.2021/JODLI.V2I2.17083
Indra Febrianto, H. Kusdiyanti, Chau Kien Tsong
This study aims to analyze game-based entrepreneurship learning conducted on vocational high school students in facing Industry 4.0. This research used a literature review method with descriptive analysis through the provision of clear, factual, logical, and systematic discussion. This research used content analysis. The results of this study suggest that technology implementation is unquestionably required in the entrepreneurship learning process for the attainment of students' competences in the 4.0 Industry. Those competencies include social skills, one of the cross-functional skills, in the 4.0 Industry era that can be implemented through social entrepreneurship. In addition, game-based learning is effective to be applied to offer new different learning experiences. Those experiences are 1) learning by doing, 2) reflective learning, 3) situated learning, and 4) learning from crises. This learning is an alternative solution to prepare vocational high school students to encounter the 4.0 Industry.
{"title":"GAME BASED ENTREPRENEURSHIP LEARNING FOR VOCATIONAL HIGH SCHOOL STUDENTS IN FACING 4.0 INDUSTRY","authors":"Indra Febrianto, H. Kusdiyanti, Chau Kien Tsong","doi":"10.2021/JODLI.V2I2.17083","DOIUrl":"https://doi.org/10.2021/JODLI.V2I2.17083","url":null,"abstract":"This study aims to analyze game-based entrepreneurship learning conducted on vocational high school students in facing Industry 4.0. This research used a literature review method with descriptive analysis through the provision of clear, factual, logical, and systematic discussion. This research used content analysis. The results of this study suggest that technology implementation is unquestionably required in the entrepreneurship learning process for the attainment of students' competences in the 4.0 Industry. Those competencies include social skills, one of the cross-functional skills, in the 4.0 Industry era that can be implemented through social entrepreneurship. In addition, game-based learning is effective to be applied to offer new different learning experiences. Those experiences are 1) learning by doing, 2) reflective learning, 3) situated learning, and 4) learning from crises. This learning is an alternative solution to prepare vocational high school students to encounter the 4.0 Industry.","PeriodicalId":262711,"journal":{"name":"Journal of Disruptive Learning Innovation (JODLI)","volume":"33 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2021-05-27","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"125791247","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 : 2021-05-27DOI: 10.2021/JODLI.V2I2.19203
Aisyah Sukmafani, M. Munzil, I. Fitriyah
This study and development aimed to produce a valid and feasible teaching material with the Creative Problem Solving (CPS) model on the activity of environmental pollution analysis using a mobile learning application in the COVID-19 pandemic era. The study model in this development was using the ADDIE method that limited to analyze, design, and develop stages where each stage passes the evaluation stage. The validity rate of the teaching material is obtained through a validity test by the validator while its eligibility rate is obtained through feasibility tests by the users. The validation result of materials in the teaching material had a percentage of 93.31 percent and the media feasibility test obtained a percentage of 95.60 percent. This teaching material was packed in a mobile learning form that consists of water, air, and land pollution materials. This teaching material displayed news articles, materials explanations, and presented in the form of animated videos, phenomena videos, pictures of environmental pollution, student worksheets, and mission-based learning activities. Animated videos have three animation characters that move and talk with different voices in each sub-chapter. The validation result by validators stated that the teaching material is valid and feasible, with a percentage of greater than or equal to 81 percent.
{"title":"Development of Teaching Material with the Creative Problem Solving Model Using Mobile Learning Application","authors":"Aisyah Sukmafani, M. Munzil, I. Fitriyah","doi":"10.2021/JODLI.V2I2.19203","DOIUrl":"https://doi.org/10.2021/JODLI.V2I2.19203","url":null,"abstract":"This study and development aimed to produce a valid and feasible teaching material with the Creative Problem Solving (CPS) model on the activity of environmental pollution analysis using a mobile learning application in the COVID-19 pandemic era. The study model in this development was using the ADDIE method that limited to analyze, design, and develop stages where each stage passes the evaluation stage. The validity rate of the teaching material is obtained through a validity test by the validator while its eligibility rate is obtained through feasibility tests by the users. The validation result of materials in the teaching material had a percentage of 93.31 percent and the media feasibility test obtained a percentage of 95.60 percent. This teaching material was packed in a mobile learning form that consists of water, air, and land pollution materials. This teaching material displayed news articles, materials explanations, and presented in the form of animated videos, phenomena videos, pictures of environmental pollution, student worksheets, and mission-based learning activities. Animated videos have three animation characters that move and talk with different voices in each sub-chapter. The validation result by validators stated that the teaching material is valid and feasible, with a percentage of greater than or equal to 81 percent.","PeriodicalId":262711,"journal":{"name":"Journal of Disruptive Learning Innovation (JODLI)","volume":"19 6","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2021-05-27","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"113979759","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 : 2020-11-30DOI: 10.2021/JODLI.V2I1.17134
E. Nora, Afwan Hariri Agus Prohimi, L. Juariyah
During this time for change management lectures, it is still often conveyed by the method of lectures and group discussions on cases of change in the industry and its management. Idea Bank application will be expected to be a reference for students to pour ideas of change, try to design changes, keep documentation of the implementation of changes they make, so that the idea of changes and innovations made by students in this application later may also be useful for the State University of Malang, because during this time the tasks carried out by students are more often stored in hard copy, or soft copy personally by lecturers who foster the subject.The purpose of developing e-learning media in change management courses in the form of android-based "idea bank" application is to create more innovative electronic learning media and provide more interactive learning media to students in accordance with the millennial era they live in.Learning tools developed in the form of Electronic Learning Media Applications stored on HP Android can be installed through the Play Store labeled "Idea Bank", where in it there will be several features namely problem portrait feature, Idea Change feature, Idea Design feature, theory change feature, Idea Succes feature, and some electronic program tools, including save menu, table data filling menu, upload documentation and others.The development method is Borg & Gall development model (1996) using water fall flow at the development stage. Stages of development ranging from needs analysis, product planning, product development, trial / implementation (validation), revision and report creation.Product results in the form of Idea Bank Application in the form of problem portrait feature, Idea Change feature, Idea Design feature, theory change feature Idea Succes Feature. stored on HP Android and also application usage tutorial.Keywords: Application; Idea Bank; E-learning.
{"title":"Android-Based \"Idea Bank\" Application as Media E-Learning in Courses Change Management","authors":"E. Nora, Afwan Hariri Agus Prohimi, L. Juariyah","doi":"10.2021/JODLI.V2I1.17134","DOIUrl":"https://doi.org/10.2021/JODLI.V2I1.17134","url":null,"abstract":"During this time for change management lectures, it is still often conveyed by the method of lectures and group discussions on cases of change in the industry and its management. Idea Bank application will be expected to be a reference for students to pour ideas of change, try to design changes, keep documentation of the implementation of changes they make, so that the idea of changes and innovations made by students in this application later may also be useful for the State University of Malang, because during this time the tasks carried out by students are more often stored in hard copy, or soft copy personally by lecturers who foster the subject.The purpose of developing e-learning media in change management courses in the form of android-based \"idea bank\" application is to create more innovative electronic learning media and provide more interactive learning media to students in accordance with the millennial era they live in.Learning tools developed in the form of Electronic Learning Media Applications stored on HP Android can be installed through the Play Store labeled \"Idea Bank\", where in it there will be several features namely problem portrait feature, Idea Change feature, Idea Design feature, theory change feature, Idea Succes feature, and some electronic program tools, including save menu, table data filling menu, upload documentation and others.The development method is Borg & Gall development model (1996) using water fall flow at the development stage. Stages of development ranging from needs analysis, product planning, product development, trial / implementation (validation), revision and report creation.Product results in the form of Idea Bank Application in the form of problem portrait feature, Idea Change feature, Idea Design feature, theory change feature Idea Succes Feature. stored on HP Android and also application usage tutorial.Keywords: Application; Idea Bank; E-learning.","PeriodicalId":262711,"journal":{"name":"Journal of Disruptive Learning Innovation (JODLI)","volume":"120 6 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2020-11-30","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"115839133","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 : 2020-11-30DOI: 10.2021/JODLI.V2I1.17087
N. A. Pramono, F. I. Sofyan, B. A. Purwandani, O. Ghaisyani
Ultraviolet light is part of the electromagnetic waves from solar radiation. Excessive UV light can cause damage to human skin. High UV index caused by one of the damage to the ozone layer, therefore it is important we study the ozone damage in an area. On this occasion made learning media in the form of an IoT-based ultraviolet index reader. This tool uses ESP32 as a controller by adding several modules namely UV index sensor and wifi module. The existence of a wifi module makes it easy for us to send data and control ESP32 using the internet, therefore this tool is said to be based on the Internet of Things (IoT). With this tool we can compare the UV Index level in several regions simultaneously without being in that area. From the difference in index, we can study the level of UV radiation in each region in real time. Therefore we can study the comparison of ozone damage levels.
{"title":"Application of ESP32 as a Media for Learning Ozone Damage in the Form of IoT-Based Ultraviolet Index Readers","authors":"N. A. Pramono, F. I. Sofyan, B. A. Purwandani, O. Ghaisyani","doi":"10.2021/JODLI.V2I1.17087","DOIUrl":"https://doi.org/10.2021/JODLI.V2I1.17087","url":null,"abstract":"Ultraviolet light is part of the electromagnetic waves from solar radiation. Excessive UV light can cause damage to human skin. High UV index caused by one of the damage to the ozone layer, therefore it is important we study the ozone damage in an area. On this occasion made learning media in the form of an IoT-based ultraviolet index reader. This tool uses ESP32 as a controller by adding several modules namely UV index sensor and wifi module. The existence of a wifi module makes it easy for us to send data and control ESP32 using the internet, therefore this tool is said to be based on the Internet of Things (IoT). With this tool we can compare the UV Index level in several regions simultaneously without being in that area. From the difference in index, we can study the level of UV radiation in each region in real time. Therefore we can study the comparison of ozone damage levels.","PeriodicalId":262711,"journal":{"name":"Journal of Disruptive Learning Innovation (JODLI)","volume":"10 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2020-11-30","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"121047380","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 : 2020-11-30DOI: 10.2021/JODLI.V2I1.17091
N. A. Pramono, O. Ghaisyani, B. A. Purwandani, F. I. Sofyan
This paper learn programming of an Arduino. This also explores on how it can be used as a tool for study and research works. Learn how to program with Arduino, connect the project board to software on your computer, create sensor with the decision making and memory storing abilities of the Arduino. The ML8511 UV sensor outputs an analog signal in relation to the amount of UV light it detects and the effect to human body if get UV light in levels. The result are from three different locations, such as two outdoor and indoor start from 6.30 a.m until 10.45 a.m. Data shows that in outdoor during early morning or late afternoon hours the sun's rays pass at a greater angle through the atmosphere. Much more UV radiation is absorbed and less reaches the Earth, on the contrary in indoor UV index was 0. UV levels are highest under cloudless skies, and cloud cover generally reduces a person's exposure. However, light or thin clouds have little effect and may even enhance UV levels because of scattering. Don't be fooled by an overcast day or a cool breeze! Even a long stay in open shade, for example between buildings, may give a sensitive person a sunburn on a day with high UV levels. Therefore, it is important to know effect of ultraviolet’s level, from application of Arduino Programming using ML8511 UV sensor simplify the research.Keywords: Sensor UV; ML8511; Arduino; UV lights; Software.
{"title":"Application of Arduino Programming Using ML8511 UV Sensor Hookup Guide to Learning the Effect of Ultraviolet’s Level","authors":"N. A. Pramono, O. Ghaisyani, B. A. Purwandani, F. I. Sofyan","doi":"10.2021/JODLI.V2I1.17091","DOIUrl":"https://doi.org/10.2021/JODLI.V2I1.17091","url":null,"abstract":"This paper learn programming of an Arduino. This also explores on how it can be used as a tool for study and research works. Learn how to program with Arduino, connect the project board to software on your computer, create sensor with the decision making and memory storing abilities of the Arduino. The ML8511 UV sensor outputs an analog signal in relation to the amount of UV light it detects and the effect to human body if get UV light in levels. The result are from three different locations, such as two outdoor and indoor start from 6.30 a.m until 10.45 a.m. Data shows that in outdoor during early morning or late afternoon hours the sun's rays pass at a greater angle through the atmosphere. Much more UV radiation is absorbed and less reaches the Earth, on the contrary in indoor UV index was 0. UV levels are highest under cloudless skies, and cloud cover generally reduces a person's exposure. However, light or thin clouds have little effect and may even enhance UV levels because of scattering. Don't be fooled by an overcast day or a cool breeze! Even a long stay in open shade, for example between buildings, may give a sensitive person a sunburn on a day with high UV levels. Therefore, it is important to know effect of ultraviolet’s level, from application of Arduino Programming using ML8511 UV sensor simplify the research.Keywords: Sensor UV; ML8511; Arduino; UV lights; Software.","PeriodicalId":262711,"journal":{"name":"Journal of Disruptive Learning Innovation (JODLI)","volume":"4 4","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2020-11-30","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"114113937","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 : 2020-11-30DOI: 10.2021/JODLI.V2I1.17089
Siska Rita Mahyuny, E. Pandia, Vita Ria Mustikasari, R. Nasution
Mangrove Forest, located in Kuala Langsa, Aceh Province of Indonesia, is one of the local, regional, national, and international ecotourism destinations. However, there are some issues about the awareness character of the society around Kuala Langsa. This research purpose is to have a better understanding of the people and their knowledge concerning to environmental issues. The technique used in the research was a random sampling interview combined with customized questionnaires as an indicator of understanding about environmental issues awareness taken from 100 respondents. The data value shown by Likert scale as follow: 46.8 percent littering habits, 33 percent toilet sanitation, 36.2 percent reuse of product. The research concludes the awareness character of Kuala Langsa society influenced by the educational level, economic condition, and their opportunity to gain access to the next level of educational grade, and also low frequency of government appeal to the society of how important to always maintain and preserve the Kuala Langsa Mangrove.
{"title":"Environmental Awareness Character Study of Kuala Langsa Society","authors":"Siska Rita Mahyuny, E. Pandia, Vita Ria Mustikasari, R. Nasution","doi":"10.2021/JODLI.V2I1.17089","DOIUrl":"https://doi.org/10.2021/JODLI.V2I1.17089","url":null,"abstract":"Mangrove Forest, located in Kuala Langsa, Aceh Province of Indonesia, is one of the local, regional, national, and international ecotourism destinations. However, there are some issues about the awareness character of the society around Kuala Langsa. This research purpose is to have a better understanding of the people and their knowledge concerning to environmental issues. The technique used in the research was a random sampling interview combined with customized questionnaires as an indicator of understanding about environmental issues awareness taken from 100 respondents. The data value shown by Likert scale as follow: 46.8 percent littering habits, 33 percent toilet sanitation, 36.2 percent reuse of product. The research concludes the awareness character of Kuala Langsa society influenced by the educational level, economic condition, and their opportunity to gain access to the next level of educational grade, and also low frequency of government appeal to the society of how important to always maintain and preserve the Kuala Langsa Mangrove.","PeriodicalId":262711,"journal":{"name":"Journal of Disruptive Learning Innovation (JODLI)","volume":"1 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2020-11-30","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"121131119","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 : 2020-11-30DOI: 10.2021/JODLI.V2I1.17135
Merinda Oktaviana, M. Sari, S. Sunarmi
Science literacy is a human's ability to understand science and use that understanding to be applied in solving a problem in everyday life. Students' science literacy skills are low due to the student's response in answering a question to explain the phenomenon has not fulfilled the aspects of science literacy. This research aims to develop an interactive multimedia Mobile Learning that is valid, practical, and effective in making students practice their science literacy skills. Interactive multimedia research and development of the Mobile Learning model uses a Research and Development model that adapts the development model of William W. Lee and Diana L. Owens. The stages of development in the model of Lee and Owens are (1) Assessment/Analysis, (2) Design, (3) Development, (4) Implementation, and (5) Evaluation. The results of this research and development obtained 97.8 percent validation value of media experts, obtained a validation value of 100 percent by topic experts, also earned an average of 94 percent value in the validation of expert assessment. So that based on the data results of this development research was very valid category the field-test results of research and development conducted with the researchers as a teacher for two meetings produced a practical test value by students of 84.42 percent, a very practicable category. The practicality test results (field practitioner) obtained a value of 100 percent, which was a very practical category. The value of effectiveness test in this study obtained an N-gain value of 16.74, which belonged to the low category (low effective).
科学素养是人类理解科学并运用这种理解解决日常生活中问题的能力。学生的科学素养技能较低是由于学生在回答问题解释现象时的反应没有满足科学素养的要求。本研究旨在开发一种有效、实用、有效的交互式多媒体移动学习方式,使学生练习科学素养技能。交互式多媒体移动学习模式的研究与开发采用了一种适应William W. Lee和Diana L. Owens开发模式的研究与开发模式。Lee和Owens模型中的发展阶段是(1)评估/分析,(2)设计,(3)开发,(4)实施,(5)评估。本次研发成果获得媒体专家97.8%的验证值,获得话题专家100%的验证值,在专家评估中获得平均94%的验证值。因此,基于这个开发研究的数据结果是非常有效的类别,由研究人员作为教师进行的两次会议的研究和开发的现场测试结果产生了学生的实际测试值为84.42%,一个非常实用的类别。实用性测试结果(现场实践者)获得了100%的值,这是一个非常实用的类别。本研究的有效性检验值的n增益值为16.74,属于低类别(低有效)。
{"title":"The Development of Interactive Multimedia Mobile Learning about Bacterial Topic to train the Students' Ability of Science Literacy","authors":"Merinda Oktaviana, M. Sari, S. Sunarmi","doi":"10.2021/JODLI.V2I1.17135","DOIUrl":"https://doi.org/10.2021/JODLI.V2I1.17135","url":null,"abstract":"Science literacy is a human's ability to understand science and use that understanding to be applied in solving a problem in everyday life. Students' science literacy skills are low due to the student's response in answering a question to explain the phenomenon has not fulfilled the aspects of science literacy. This research aims to develop an interactive multimedia Mobile Learning that is valid, practical, and effective in making students practice their science literacy skills. Interactive multimedia research and development of the Mobile Learning model uses a Research and Development model that adapts the development model of William W. Lee and Diana L. Owens. The stages of development in the model of Lee and Owens are (1) Assessment/Analysis, (2) Design, (3) Development, (4) Implementation, and (5) Evaluation. The results of this research and development obtained 97.8 percent validation value of media experts, obtained a validation value of 100 percent by topic experts, also earned an average of 94 percent value in the validation of expert assessment. So that based on the data results of this development research was very valid category the field-test results of research and development conducted with the researchers as a teacher for two meetings produced a practical test value by students of 84.42 percent, a very practicable category. The practicality test results (field practitioner) obtained a value of 100 percent, which was a very practical category. The value of effectiveness test in this study obtained an N-gain value of 16.74, which belonged to the low category (low effective).","PeriodicalId":262711,"journal":{"name":"Journal of Disruptive Learning Innovation (JODLI)","volume":"4 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2020-11-30","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"116931098","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 : 2020-11-30DOI: 10.2021/JODLI.V2I1.14423
Fauzan Prasetyo, M. N. Arifin, A. Irmawan
The e-learning induction model that is well informed by the theory and practice is a sure way of being responsive to the dynamism of educational technologies. Common problem that must be taken as consideration and must be resolved in urban areas and the organization is an efficient message delivery in (MANET) Mobile Ad hoc Network. To get good and efficient communication, an algorithm must pay attention to several aspects such as the density of neighbouring node, shape and network size, channel priority level and used of message. Some previous studies attempted to propose solutions for delivering messages, but finding the optimal problem solution that will be use is very difficult. In our research, we sugested an optimization on MANET by using an EA. The algorithm will provide several solutions to the problem of sending messages to MANET. Our goal is able to determine the optimal communication strategy for each node in network. By using (EA) evolutionary algorithm in (n-2) network simulator, we found that result is promising for message delivery optimization to destination for using in system Elearning model networkKeywords: MANET, evolutionary algorithm, message delivery optimization.
{"title":"Optimization of Mobile Ad Hoc Network DSDV and OLSR Using Evolutionary Algorithm for Elearning induction mode","authors":"Fauzan Prasetyo, M. N. Arifin, A. Irmawan","doi":"10.2021/JODLI.V2I1.14423","DOIUrl":"https://doi.org/10.2021/JODLI.V2I1.14423","url":null,"abstract":"The e-learning induction model that is well informed by the theory and practice is a sure way of being responsive to the dynamism of educational technologies. Common problem that must be taken as consideration and must be resolved in urban areas and the organization is an efficient message delivery in (MANET) Mobile Ad hoc Network. To get good and efficient communication, an algorithm must pay attention to several aspects such as the density of neighbouring node, shape and network size, channel priority level and used of message. Some previous studies attempted to propose solutions for delivering messages, but finding the optimal problem solution that will be use is very difficult. In our research, we sugested an optimization on MANET by using an EA. The algorithm will provide several solutions to the problem of sending messages to MANET. Our goal is able to determine the optimal communication strategy for each node in network. By using (EA) evolutionary algorithm in (n-2) network simulator, we found that result is promising for message delivery optimization to destination for using in system Elearning model networkKeywords: MANET, evolutionary algorithm, message delivery optimization.","PeriodicalId":262711,"journal":{"name":"Journal of Disruptive Learning Innovation (JODLI)","volume":"55 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2020-11-30","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"126629457","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 : 2020-05-30DOI: 10.2021/JODLI.V1I2.13542
A. Setiawan, C. Sa’dijah
The purpose of this study is to identify the reasoning male and female in solving geometry problems. Using qualitative descriptive approach, the subjects in this study were 42 male and 42 female students from two schools in the district Mesuji Lampung, Indonesia. The instrument used was a test essay consists of two problems related to geometry. The findings of this study indicate that male students have superior reasoning ability than female students. Another finding that students can make mistakes in every stage of reasoning is based on five indicators of reasoning primarily on third indicator it is perform mathematical manipulations and provide a reason or evidence to the truth of the solution, fourth indicator it is checking the validity of an argument, and fifth indicator it is draw conclusions and the first indicator and the second indicator students make a little mistake.
{"title":"Analysis of Students Errors in Mathematical Reasoning on Geometry by Gender","authors":"A. Setiawan, C. Sa’dijah","doi":"10.2021/JODLI.V1I2.13542","DOIUrl":"https://doi.org/10.2021/JODLI.V1I2.13542","url":null,"abstract":"The purpose of this study is to identify the reasoning male and female in solving geometry problems. Using qualitative descriptive approach, the subjects in this study were 42 male and 42 female students from two schools in the district Mesuji Lampung, Indonesia. The instrument used was a test essay consists of two problems related to geometry. The findings of this study indicate that male students have superior reasoning ability than female students. Another finding that students can make mistakes in every stage of reasoning is based on five indicators of reasoning primarily on third indicator it is perform mathematical manipulations and provide a reason or evidence to the truth of the solution, fourth indicator it is checking the validity of an argument, and fifth indicator it is draw conclusions and the first indicator and the second indicator students make a little mistake.","PeriodicalId":262711,"journal":{"name":"Journal of Disruptive Learning Innovation (JODLI)","volume":"30 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2020-05-30","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"133063510","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}