Pub Date : 2022-12-23DOI: 10.36079/lamintang.jetas-0403.383
Ahmad Mohammad Alzubi
The purpose of the present research was to assess the impact of new digital media on conventional media and visual communication has been significant. Digital media has transformed how information is created, distributed, and consumed, and has profoundly affected traditional forms of media such as print newspapers, magazines, and television. One of the main ways that new digital media has affected traditional media is through the emergence of online platforms and social media. These platforms have allowed individuals and organizations to publish and share content with a global audience, often bypassing traditional gatekeepers such as editors and broadcasters. This has led to the democratization of media, as anyone with an internet connection can now potentially reach a large audience. Digital media has also led to the rise of new forms of visual communication, such as digital graphics, video, and animation. These forms of media allow for more interactive and immersive experiences and have become increasingly popular with audiences. In addition, digital media has also had an impact on the business models of traditional media organizations. Many have struggled to adapt to the shift towards digital advertising and subscriptions, leading to a decline in revenues and layoffs in some cases. It may be the case that the impact of new digital media on conventional media and visual communication has been significant and wide-reaching and will likely continue to shape the media landscape for years to come.
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Pub Date : 2022-12-23DOI: 10.36079/lamintang.jetas-0403.466
Mohd Amirul Haziq Ismail, Marzita Hj Mansor
Tujuan kajian ini adalah untuk membangunkan sistem pemetaan bakat berasaskan web untuk pelajar siswazah yang berminat dalam Industri Kecil dan Sederhana (IKS). Sistem ini dibangunkan sebagai tindak balas kepada kekurangan penyelidikan mengenai penciptaan profil pelajar yang mengambil kira bakat, pengetahuan, dan kemahiran graduan dalam pemilihan pekerjaan. Selain itu, ketiadaan aplikasi atau sistem pemetaan bakat yang boleh membantu pelajar siswazah dalam mengenal pasti kerjaya yang berdaya maju berdasarkan minat, pengetahuan dan kebolehan mereka dalam Industri Kecil dan Sederhana mendorong kajian ini. Metodologi kajian ini adalah berdasarkan Model Prototaip Evolusi (Evolutionary Prototyping Model) yang mempunyai lima fasa. Kajian tinjauan sistem MyTalent menggunakan soal selidik Usefulness, Satisfaction, and Ease (USE). Kaedah pemetaan bakat yang direka bentuk baru ini menjanjikan untuk menyediakan pelajar siswazah baharu dengan perspektif baharu dalam meneroka laluan kerjaya baharu dalam IKS berdasarkan bakal bakat mereka. MyTalent: Development of Web Based Talent Mapping System for Small and Medium Scale Industry among Graduated Students Abstract: The goal of this research is to create a web-based talent mapping system for graduate students interested in small and medium-sized businesses (SMIs). This system was created in response to a lack of research on the development of student profiles that consider graduates' talents, knowledge, and skills when it comes to job selection. Furthermore, the lack of applications or talent mapping systems that can assist graduate students in identifying viable careers in Small and Medium Scale Industries based on their interests, knowledge, and abilities motivates this research. The methodology of this study is based on the five-phase Evolutionary Prototyping Model. The Usefulness, Satisfaction, and Ease (USE) questionnaire was used in the survey study for the MyTalent system. This newly developed talent mapping method promises to give new graduate students a fresh perspective on exploring a new career path in SMIs based on their potential talents. Keywords: Evolutionary Prototyping Model, Talent Mapping System, Web Based.
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Pub Date : 2022-12-23DOI: 10.36079/lamintang.jetas-0403.394
Nurul Afidah Mohd Ariffin, Asma Hanee Ariffin, S. Suhaimi, A. N. Rosli, M. H. Abd Wahab
Revolusi terbesar dalam bidang pendidikan adalah dengan berkembangnya pembangunan teknologi multimedia. Pelbagai strategi pengajaran dihasilkan bagi meningkatkan minat dan kefahaman murid dalam menguasai kesemua mata pelajaran. Namun penggunaan teknologi ini masih kurang digunakan untuk menghasilkan bahan bantu mengajar bagi kesemua mata pelajaran terutama bagi mata pelajaran Asas Sains Komputer (ASK). Permainan Pintar IT merupakan permainan berkomputer yang dibangunkan menggunakan Game Maker bagi menarik perhatian dan minat pelajar mempelajari teori khusunya subtopik Asas Pemikiran Komputasional dalam mata pelajaran ASK Tingkatan 1. Reka bentuk permainan ini dibangunkan dengan menggunakan kesemua elemen multimedia yang jauh lebih menarik dan sesuai dengan persekitaran zaman sekarang. Permainan merupakan satu pendekatan yang lebih efektif digunakan dalam sektor pendidikan waktu ketika ini. Metodologi bagi pembangunan permainan ini menggunakan ADDIE model yang terdiri daripada lima fasa iaitu fasa reka bentuk, fasa pembangunan, fasa pelaksanaan dan fasa penilaian. Kajian tinjauan Pintar IT dilakukan menggunakan Sytem Usability Scale (SUS) dan keputusan menunjukkan permainan Pintar IT memperolehi sebanyak 71.3% dan ini dapat membantu menarik minat pelajar mempelajari subjek ASK Tingkatan 1. Development of Computerized Games Pintar-II for the Basic Subject of Computer Science Form 1 Abstract: The biggest revolution in the field of education is with the development of multimedia technology. Various teaching strategies are produced to increase students' interest and understanding in mastering all subjects. However, the use of this technology is still less used to produce teaching aids for all subjects, especially for subject of Asas Sains Komputer (ASK). Pintar IT game is a computer game developed using Game Maker to attract students 'attention and interest in learning theory, especially the subtopic of Asas Pemikiran Komputasional in the subject of ASK Form 1. The design of this game is developed using all the multimedia elements that are much more interesting and suitable for today's environment. Games are a more effective used in the education sector today. The methodology for the development of this game uses ADDIE model which consists of five phases of analysis, design, development, implementation and evaluation. Permainan IT survey study was conducted using the System Usability Scale (SUS) and the results showed that Permainan IT game obtained 71.3% and this can help student to attract and learn the subject of ASK Form 1. Keywords: Addie Model, Gaming, Learning Tool, Sytem Usability Scale.
教育领域最大的革命是多媒体技术的发展。为了提高学生掌握所有学科的兴趣和理解能力,各种教学策略应运而生。然而,在所有学科,尤其是计算机科学原理(ASK)学科的教具制作中,这种技术的使用仍然较少。Pintar IT 游戏是利用 Game Maker 开发的电脑游戏,旨在吸引学生对理论学习的注意力和兴趣,尤其是 ASK 一级科目中的计算思维原理子课题。 该游戏的设计采用了所有多媒体元素,更加有趣,也更符合当今的环境。游戏是当今教育领域使用的较为有效的方法之一。该游戏的开发方法采用了 ADDIE 模型,该模型包括五个阶段,即设计阶段、开发阶段、实施阶段和评估阶段。使用系统可用性量表(SUS)对 Pintar IT 进行了回顾研究,结果显示 Pintar IT 游戏的可用性达到 71.3%,这有助于吸引学生学习 ASK 第一级科目的兴趣。 开发计算机科学基础科目中一的电脑游戏 Pintar-II 摘要:教育领域最大的革命是多媒体技术的发展。为了提高学生掌握各科知识的兴趣和理解能力,各种教学策略应运而生。然而,在所有科目的教学中,尤其是在 Asas Sains Komputer(ASK)科目的教学中,使用这种技术制作教具的情况仍然较少。Pintar IT 游戏是利用 Game Maker 开发的电脑游戏,旨在吸引学生对理论学习的注意力和兴趣,尤其是 ASK 中一科目中的计算思维原理子课题。 该游戏的设计使用了所有多媒体元素,更有趣,更适合当今的环境。在当今的教育领域,游戏的使用更为有效。该游戏的开发方法采用了 ADDIE 模型,包括分析、设计、开发、实施和评估五个阶段。使用系统可用性量表(SUS)对信息技术游戏进行了调查研究,结果显示信息技术游戏获得了71.3%的可用性,这有助于吸引学生学习ASK Form 1这一科目。 关键词艾迪模型 游戏 学习工具 系统可用性量表
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Pub Date : 2022-12-23DOI: 10.36079/lamintang.jetas-0403.465
Ida Puteri, Elis Syuhaila Mokhtar, Muliyati Mat Alim
E-pembelajaran bagi Pendidikan Seni Visual (PSV) di sekolah luar bandar berhadapan dengan pelbagai isu pelaksanaan pembelajaran disamping kewujudan pelbagai inisiatif para pendidik. Justeru, kajian ini dijalankan bagi mengenalpasti isu pelaksanaan dan mengkaji inovasi e-pembelajaran di sekolah luar bandar ketika pandemik melanda negara. Instrumen temu bual berstruktur secara berkumpulan dibina bagi menjalankan pengumpulan data bersama 30 orang guru pelatih siswazah tahun akhir Ijazah Sarjana Muda Pendidikan (Seni) di Universiti Pendidikan Sultan Idris, Perak yang telah menjalani latihan praktikum di sekolah menengah. Dapatan kajian yang diperoleh bagi soalan kajian pertama adalah pembelajaran abad ke-21, manakala tema kedua adalah pembelajaran secara digital. Hasil dapatan kajian menunjukkan isu pelaksanaan e-pembelajaran PSV mendapati guru pelatih menggunakan teknologi telefon pintar, kaedah Pembelajaran Berasaskan Projek, Pembelajaran Teradun, menjalankan kuiz dalam talian, dan pengajaran melalui laman sosial. Inovasi e-pembelajaran yang dihasilkan adalah guru pelatih menghasilkan YouTube Channel dan modul digital dalam sesi e-pembelajaran. Oleh itu, guru pelatih juga perlu sentiasa mencari alternatif e-pembelajaran semasa menjalani praktikum dengan meningkatkan literasi teknologi mengikut keperluan murid di luar bandar agar sesi pembelajaran dan pembelajaran dapat dijalankan secara berterusan. Issues of Implementation and Innovation of E-Learning Visual Arts Education in Rural Schools During the Pandemic Of Covid 19 Abstract: E-learning for Visual Arts Education (VAE) in rural schools faced with various learning implementation issues in addition to the existence of various initiatives by educators. Therefore, this study was conducted to identify implementation issues and examine the innovation of e-learning in rural schools during pandemic. A focus group structured interview instrument was built to conduct data collection with 30 graduate trainee teachers from final year of the Bachelor of Education (Arts) at Universiti Pendidikan Sultan Idris, Perak who had undergone practicum training in secondary schools. The research findings obtained for the first research question is 21st century learning, while the second theme is digital learning. The results of the study showed the issue of VAE e-learning implementation find that trainee teachers use smartphone technology, Project-Based Learning methods, Blended Learning, conducting online quizzes, and teaching through social media. The e-learning innovation produced by trainee teacher was YouTube Channel and a digital module in the e-learning session. Therefore, trainee teachers also need to constantly look for e-learning alternatives during the practicum by improving technology literacy according to the needs of students in rural areas so that learning and learning sessions can be carried out continuously. Keywords: E-Learning, Innovation, Rural Areas, Visual Art Education
市外学校的视觉艺术教育(PSV)电子学习除了存在教育工作者的各种倡议外,还面临着各种学习实施问题。因此,本研究旨在确定大流行病肆虐时外地学校的实施问题并评估电子学习创新。为了收集数据,研究人员开发了一个小组结构化的问卷工具,对象是 30 名在霹雳州苏丹伊德里斯师范大学(Universiti Pendidikan Sultan Idris, Perak)接受中学实习培训的 Ijazah Sarjana Muda Pendidikan(Seni)专业最后一年的学生培训教师。第一个研究问题获得的Dapatan kajian是21世纪学习,第二个主题是数字化学习。Dapatan kajian的结果显示,教师培训者在实施电子学习PSV的问题上使用了智能手机技术、基于项目的学习方法、Teradun学习、在线测验和通过社交网站教学。由此产生的电子学习创新是,培训教师在电子学习课程中制作 YouTube 频道和数字模块。因此,培训教师在实习期间也需要不断寻找网络学习的替代方案,根据学生在城市以外的需求提高技术素养,以便能够持续开展学习和学习课程。Covid 大流行期间农村学校视觉艺术教育电子学习的实施与创新问题 19 摘 要:农村学校视觉艺术教育(VAE)网络学习除了存在教育工作者的各种举措外,还面临着各种学习实施问题。因此,本研究旨在找出实施问题,并考察大流行病期间农村学校电子学习的创新情况。本研究采用了焦点小组结构式访谈工具,对 30 名来自霹雳州苏丹伊德里斯大学教育学(艺术)学士学位最后一年的毕业实习教师进行了数据收集,这些教师都曾在中学接受过实习培训。第一个研究问题是 "21 世纪的学习",第二个主题是 "数字化学习"。研究结果显示,在实施VAE电子学习的问题上,受训教师使用了智能手机技术、基于项目的学习方法、混合式学习、进行在线测验以及通过社交媒体进行教学。受训教师的电子学习创新成果是 YouTube 频道和电子学习课程中的数字模块。因此,见习教师还需要在实践过程中根据农村地区学生的需求,不断提高技术素养,寻找网络学习的替代方案,从而使学习和学习环节得以持续开展。关键词网络学习 创新 农村 视觉艺术教育
{"title":"Isu Pelaksanaan dan Inovasi E-Pembelajaran Pendidikan Seni Visual Sekolah Luar Bandar di Fasa Pandemik Covid 19","authors":"Ida Puteri, Elis Syuhaila Mokhtar, Muliyati Mat Alim","doi":"10.36079/lamintang.jetas-0403.465","DOIUrl":"https://doi.org/10.36079/lamintang.jetas-0403.465","url":null,"abstract":"E-pembelajaran bagi Pendidikan Seni Visual (PSV) di sekolah luar bandar berhadapan dengan pelbagai isu pelaksanaan pembelajaran disamping kewujudan pelbagai inisiatif para pendidik. Justeru, kajian ini dijalankan bagi mengenalpasti isu pelaksanaan dan mengkaji inovasi e-pembelajaran di sekolah luar bandar ketika pandemik melanda negara. Instrumen temu bual berstruktur secara berkumpulan dibina bagi menjalankan pengumpulan data bersama 30 orang guru pelatih siswazah tahun akhir Ijazah Sarjana Muda Pendidikan (Seni) di Universiti Pendidikan Sultan Idris, Perak yang telah menjalani latihan praktikum di sekolah menengah. Dapatan kajian yang diperoleh bagi soalan kajian pertama adalah pembelajaran abad ke-21, manakala tema kedua adalah pembelajaran secara digital. Hasil dapatan kajian menunjukkan isu pelaksanaan e-pembelajaran PSV mendapati guru pelatih menggunakan teknologi telefon pintar, kaedah Pembelajaran Berasaskan Projek, Pembelajaran Teradun, menjalankan kuiz dalam talian, dan pengajaran melalui laman sosial. Inovasi e-pembelajaran yang dihasilkan adalah guru pelatih menghasilkan YouTube Channel dan modul digital dalam sesi e-pembelajaran. Oleh itu, guru pelatih juga perlu sentiasa mencari alternatif e-pembelajaran semasa menjalani praktikum dengan meningkatkan literasi teknologi mengikut keperluan murid di luar bandar agar sesi pembelajaran dan pembelajaran dapat dijalankan secara berterusan. \u0000Issues of Implementation and Innovation of E-Learning Visual Arts Education in Rural Schools During the Pandemic Of Covid 19 \u0000Abstract: E-learning for Visual Arts Education (VAE) in rural schools faced with various learning implementation issues in addition to the existence of various initiatives by educators. Therefore, this study was conducted to identify implementation issues and examine the innovation of e-learning in rural schools during pandemic. A focus group structured interview instrument was built to conduct data collection with 30 graduate trainee teachers from final year of the Bachelor of Education (Arts) at Universiti Pendidikan Sultan Idris, Perak who had undergone practicum training in secondary schools. The research findings obtained for the first research question is 21st century learning, while the second theme is digital learning. The results of the study showed the issue of VAE e-learning implementation find that trainee teachers use smartphone technology, Project-Based Learning methods, Blended Learning, conducting online quizzes, and teaching through social media. The e-learning innovation produced by trainee teacher was YouTube Channel and a digital module in the e-learning session. Therefore, trainee teachers also need to constantly look for e-learning alternatives during the practicum by improving technology literacy according to the needs of students in rural areas so that learning and learning sessions can be carried out continuously. \u0000Keywords: E-Learning, Innovation, Rural Areas, Visual Art Education","PeriodicalId":310001,"journal":{"name":"Journal of Engineering, Technology, and Applied Science","volume":"118 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2022-12-23","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"132881260","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 : 2022-12-23DOI: 10.36079/lamintang.jetas-0403.463
Ahmad Hanafie, Andi Haslindah, Suradi, M. Bora, Syarifuddin Baco
Hydroponics is a technique of growing plants without soil. Until now, many people do it manually for moisture, content, nutrition, and continuous flow of water. The application of ergonomics aims to make the user healthy, comfortable, safe, productive. The purpose of evaluating anthropometry-based ergonomics, and testing the hydroponic plant watering automation system tool. The method used is collecting anthropometric data on the dimensions of the user's body for ergonomics, then designing an automatic hydroponic watering tool to make it easier to design hardware and software. The results of the ergonomics evaluation study, hand span size 175.3 cm, upright body height 167.4 cm, shoulder to head 32.23 cm, shoulder to base of foot 66.77 cm, base of foot to knee 48.89 cm, base of foot to knee 48.98 cm, elbow to elbow 41.81 cm, elbow to hand 34.45 cm. While the results of testing the condition of the charcoal are at the humidity threshold of 49% - 60% then the pump will be on, and if the pot has been on the humidity threshold of 65% - 99% then the pump will be off.
{"title":"Ergonomic Evaluation of Anthropometry Based Hydroponic Plants Watering Automation System","authors":"Ahmad Hanafie, Andi Haslindah, Suradi, M. Bora, Syarifuddin Baco","doi":"10.36079/lamintang.jetas-0403.463","DOIUrl":"https://doi.org/10.36079/lamintang.jetas-0403.463","url":null,"abstract":"Hydroponics is a technique of growing plants without soil. Until now, many people do it manually for moisture, content, nutrition, and continuous flow of water. The application of ergonomics aims to make the user healthy, comfortable, safe, productive. The purpose of evaluating anthropometry-based ergonomics, and testing the hydroponic plant watering automation system tool. The method used is collecting anthropometric data on the dimensions of the user's body for ergonomics, then designing an automatic hydroponic watering tool to make it easier to design hardware and software. The results of the ergonomics evaluation study, hand span size 175.3 cm, upright body height 167.4 cm, shoulder to head 32.23 cm, shoulder to base of foot 66.77 cm, base of foot to knee 48.89 cm, base of foot to knee 48.98 cm, elbow to elbow 41.81 cm, elbow to hand 34.45 cm. While the results of testing the condition of the charcoal are at the humidity threshold of 49% - 60% then the pump will be on, and if the pot has been on the humidity threshold of 65% - 99% then the pump will be off.","PeriodicalId":310001,"journal":{"name":"Journal of Engineering, Technology, and Applied Science","volume":"52 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2022-12-23","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"128953720","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 : 2022-08-26DOI: 10.36079/lamintang.jetas-0402.379
Miliana Jumi, Muhamad Hariz Muhamad Adnan
In 2019, the government announced the Movement Control Order due to pandemic covid19. The situation leads to the closure of every school and premises to avoid the number of cases increasing. Every teacher conducts online classes where most of the students also facing difficulties in following the session. The study aims is to propose an online courseware for a lowly-achieving student based on communication subject. This study focuses on the development of courseware for form 1 of secondary school user. Lowly functional students are referring to students who unable to master the skills of reading, writing, and counting at a minimal level. The methodology used in this research is the evolutionary prototype with the integration of the SAM model, an instructional design model. A quantitative study was made among teachers and parents. As a result, a courseware called the BrightEdu were developed to help the children agree with the theoretical conclusions and research results of other authors.
{"title":"Development of Online Courseware for Low-Achieving Special Education Students Learning Communication","authors":"Miliana Jumi, Muhamad Hariz Muhamad Adnan","doi":"10.36079/lamintang.jetas-0402.379","DOIUrl":"https://doi.org/10.36079/lamintang.jetas-0402.379","url":null,"abstract":"In 2019, the government announced the Movement Control Order due to pandemic covid19. The situation leads to the closure of every school and premises to avoid the number of cases increasing. Every teacher conducts online classes where most of the students also facing difficulties in following the session. The study aims is to propose an online courseware for a lowly-achieving student based on communication subject. This study focuses on the development of courseware for form 1 of secondary school user. Lowly functional students are referring to students who unable to master the skills of reading, writing, and counting at a minimal level. The methodology used in this research is the evolutionary prototype with the integration of the SAM model, an instructional design model. A quantitative study was made among teachers and parents. As a result, a courseware called the BrightEdu were developed to help the children agree with the theoretical conclusions and research results of other authors.","PeriodicalId":310001,"journal":{"name":"Journal of Engineering, Technology, and Applied Science","volume":"11 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2022-08-26","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"132535514","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 : 2022-08-26DOI: 10.36079/lamintang.jetas-0402.378
Nur Syazwi Che Mohd Sukri, Mohd Hishamuddin Abdul Rahman
Mata pelajaran Matematik sentiasa mengalami anjakan paradigma apabila unsur-unsur baru dimasukkan ke dalam sukatan pelajarannya bagi memenuhi kehendak dan cabaran masa hadapan setiap pelajar. Matlamat pendidikan matematik sekolah rendah ialah untuk membina kemahiran asas mengira. Justeru itu program Matematik sekolah rendah memberi tumpuan kepada kemahiran mengira iaitu tambah, tolak, darab, bahagi dan penyelesaian masalah harian secara berkesan. Aplikasi ini telah dibangunkan untuk memberi keseronokan kepada murid untuk bermain sambil belajar dalam topik Operasi Asas dalam subjek Matematik. Setelah aplikasi ini dibangunkan, borang soal selidik telah diedarkan untuk memastikan aplikasi ini dijalankan mengikut spesifikasi yang ditetapkan oleh permainan komputer. Dengan pembelajaran dan pengajaran topik ini menjadi lebih menarik. Permainan ini terdiri daripada 5 peringkat. Berdasarkan hasil kajian, para pengguna berpuas hati dengan permainan komputer ini yang menjadikannya lebih mudah dan lebih menarik dalam pembelajaran untuk murid. Mathematical Subjects Computerized Games in the Basic Operations Topics Abstract: New elements are included in Mathematics subject as a syllabus to meet the future needs and challenges of each student. The goal of primary school mathematics education is to build basic counting skills. Therefore, the primary school Mathematics program focuses on counting skills, such as addition, subtraction, multiplication, division and effective daily problem solving. Application has been developed to give students fun to play while learning in the topic of Basic Operations in the subject of Mathematics. After the application was developed, a questionnaire was distributed to ensure that the application was carried out according to the specifications set by the computer game. By learning and teaching these topics become more attractive. The game consists of 5 levels. Based on the results of the study, users are satisfied with this computer game which makes it easier and more interesting in learning for students. Keywords: Basic Operation, Computer Game, Learning Tools.
{"title":"Permainan Berkomputer Mata Pelajaran Matematik dalam Tajuk Operasi Asas","authors":"Nur Syazwi Che Mohd Sukri, Mohd Hishamuddin Abdul Rahman","doi":"10.36079/lamintang.jetas-0402.378","DOIUrl":"https://doi.org/10.36079/lamintang.jetas-0402.378","url":null,"abstract":"Mata pelajaran Matematik sentiasa mengalami anjakan paradigma apabila unsur-unsur baru dimasukkan ke dalam sukatan pelajarannya bagi memenuhi kehendak dan cabaran masa hadapan setiap pelajar. Matlamat pendidikan matematik sekolah rendah ialah untuk membina kemahiran asas mengira. Justeru itu program Matematik sekolah rendah memberi tumpuan kepada kemahiran mengira iaitu tambah, tolak, darab, bahagi dan penyelesaian masalah harian secara berkesan. Aplikasi ini telah dibangunkan untuk memberi keseronokan kepada murid untuk bermain sambil belajar dalam topik Operasi Asas dalam subjek Matematik. Setelah aplikasi ini dibangunkan, borang soal selidik telah diedarkan untuk memastikan aplikasi ini dijalankan mengikut spesifikasi yang ditetapkan oleh permainan komputer. Dengan pembelajaran dan pengajaran topik ini menjadi lebih menarik. Permainan ini terdiri daripada 5 peringkat. Berdasarkan hasil kajian, para pengguna berpuas hati dengan permainan komputer ini yang menjadikannya lebih mudah dan lebih menarik dalam pembelajaran untuk murid. \u0000Mathematical Subjects Computerized Games in the Basic Operations Topics \u0000Abstract: New elements are included in Mathematics subject as a syllabus to meet the future needs and challenges of each student. The goal of primary school mathematics education is to build basic counting skills. Therefore, the primary school Mathematics program focuses on counting skills, such as addition, subtraction, multiplication, division and effective daily problem solving. Application has been developed to give students fun to play while learning in the topic of Basic Operations in the subject of Mathematics. After the application was developed, a questionnaire was distributed to ensure that the application was carried out according to the specifications set by the computer game. By learning and teaching these topics become more attractive. The game consists of 5 levels. Based on the results of the study, users are satisfied with this computer game which makes it easier and more interesting in learning for students. \u0000Keywords: Basic Operation, Computer Game, Learning Tools.","PeriodicalId":310001,"journal":{"name":"Journal of Engineering, Technology, and Applied Science","volume":"1 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2022-08-26","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"130423961","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 : 2022-08-26DOI: 10.36079/lamintang.jetas-0402.382
Adinda Putriani Pratiwi, Joko Riyanto
Pemanfaatan Teknologi Informasi (TI) dalam proses penyampaian informasi mengalami perkembangan pesat. Saat ini, teknologi terbaru yang digunakan dalam penyampaian informasi adalah teknologi Augmented Reality (AR). Pada teknologi AR, pengguna dapat menvisualisasikan objek dalam bentuk 3 dimensi. AR memiliki kelebihan bersifat interaktif dan real time sehingga AR banyak diimplementasikan di berbagai bidang. Di dunia pendidikan, AR digunakan sebagai media untuk mengenalkan struktur dan fungsi tumbuhan, terlebih mengenai mata pelajaran IPA yang terkesan susah dipahami di kalangan para pelajar. Media pembelajaran Augmented Reality Struktur dan Fungsi Tumbuhan dibuat melalui android menggunakan Unity 3D dengan Vuforia, dan menggunakan bahasa pemrograman C#, serta untuk design tampilan aplikasi menggunakan software 3D Studio Max. Dan untuk metode pengembangan perangkat lunak yang digunakan adalah waterfall. Untuk pengujian aplikasi yang dilakukan menggunakan Blackbox. Hasil dari penelitian ini adalah menjadikan proses belajar-mengajar peserta didik lebih interaktif dan inovatif. Plant Structure Introduction Learning Application for Early Childhood using Augmented Reality Abstract: Utilization of Information Technology (IT) in the process of delivering information has developed rapidly. Currently, the latest technology used in the delivery of information is Augmented Reality (AR) technology. In AR technology, users can visualize objects in 3-dimensional form. AR has the advantage of being interactive and real time so that AR is widely implemented in various fields. In the world of education, AR is used as a medium to introduce the structure and function of plants, especially regarding science subjects which seem difficult to understand among students. Learning media for Augmented Reality Structure and Function of Plants is made using Android using Unity 3D with Vuforia, and using the C# programming language, as well as for application display design using 3D Studio Max software. And for the software development method used is the waterfall. For application testing carried out using Blackbox. The result of this research is to make the teaching and learning process of students more interactive and innovative. Keywords: Augmented Reality, Plant Structure and Function, Unity 3D, Vuforia, Waterfall.
{"title":"Aplikasi Aplikasi Pembelajaran Pengenalan Struktur Tumbuhan untuk Anak Usia Dini menggunakan Augmented Reality","authors":"Adinda Putriani Pratiwi, Joko Riyanto","doi":"10.36079/lamintang.jetas-0402.382","DOIUrl":"https://doi.org/10.36079/lamintang.jetas-0402.382","url":null,"abstract":"Pemanfaatan Teknologi Informasi (TI) dalam proses penyampaian informasi mengalami perkembangan pesat. Saat ini, teknologi terbaru yang digunakan dalam penyampaian informasi adalah teknologi Augmented Reality (AR). Pada teknologi AR, pengguna dapat menvisualisasikan objek dalam bentuk 3 dimensi. AR memiliki kelebihan bersifat interaktif dan real time sehingga AR banyak diimplementasikan di berbagai bidang. Di dunia pendidikan, AR digunakan sebagai media untuk mengenalkan struktur dan fungsi tumbuhan, terlebih mengenai mata pelajaran IPA yang terkesan susah dipahami di kalangan para pelajar. Media pembelajaran Augmented Reality Struktur dan Fungsi Tumbuhan dibuat melalui android menggunakan Unity 3D dengan Vuforia, dan menggunakan bahasa pemrograman C#, serta untuk design tampilan aplikasi menggunakan software 3D Studio Max. Dan untuk metode pengembangan perangkat lunak yang digunakan adalah waterfall. Untuk pengujian aplikasi yang dilakukan menggunakan Blackbox. Hasil dari penelitian ini adalah menjadikan proses belajar-mengajar peserta didik lebih interaktif dan inovatif. \u0000Plant Structure Introduction Learning Application for Early Childhood using Augmented Reality \u0000Abstract: Utilization of Information Technology (IT) in the process of delivering information has developed rapidly. Currently, the latest technology used in the delivery of information is Augmented Reality (AR) technology. In AR technology, users can visualize objects in 3-dimensional form. AR has the advantage of being interactive and real time so that AR is widely implemented in various fields. In the world of education, AR is used as a medium to introduce the structure and function of plants, especially regarding science subjects which seem difficult to understand among students. Learning media for Augmented Reality Structure and Function of Plants is made using Android using Unity 3D with Vuforia, and using the C# programming language, as well as for application display design using 3D Studio Max software. And for the software development method used is the waterfall. For application testing carried out using Blackbox. The result of this research is to make the teaching and learning process of students more interactive and innovative. \u0000Keywords: Augmented Reality, Plant Structure and Function, Unity 3D, Vuforia, Waterfall.","PeriodicalId":310001,"journal":{"name":"Journal of Engineering, Technology, and Applied Science","volume":"252 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2022-08-26","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"116209407","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 : 2022-08-26DOI: 10.36079/lamintang.jetas-0402.386
L. Sari
Augmented Reality sesuai digunakan untuk membuat media pembelajaran yang menarik. Ada pun tujuan dari penelitian ini adalah membuat media pembelajaran Ilmu Tajwid bisa terbuat dengan menggunakan teknologi Augmented Reality yang diditerapkan ke dalam fitur mobile Android. Tujuan pembuatan media pembelajaran ini adalah untuk meningkatkan mutu ketaqwaan pada Allak SWT, mewujudkan tanggung jawab seseorang mukmin kepada Al-Quran, membawakan seseorang mukmin membaca Al-Quran dengan ber-Tajwid, menolong warga pemeluk mukmin berlatih Ilmu Tajwid tanpa wajib menghadiri kursus serta dapat berlatih dimanapun serta kapanpun. Kesimpulan dari penelitian ini adalah dengan memakainya aplikasi AR pengguna lebih menguasai Ilmu Tajwid tanpa terikat durasi waktu serta tempat, dan pengguna lebih atensi serta terpikat dalam berlatih Ilmu Tajwid. Applying an Augmented Reality as an Android-Based Tajweed Science Learning Media Abstract: Augmented Reality is suitable to be used to create interesting learning media. The purpose of this research is to make Tajweed Science learning media can be made using Augmented Reality technology which is applied to Android mobile features. The purpose of making this learning media is to improve the quality of piety to Allah SWT, realize the responsibility of a believer to the Al-Quran, bring a believer to read the Qur'an with Tajweed, help believers practice Tajweed without having to attend courses and can practice wherever and whenever. The conclusion of this study is that by using the AR application, users are more familiar with Tajweed Science without being bound by the duration of time and place, and users are more attentive and captivated in practicing Tajweed Science. Keywords: Augmented Reality, Learning Media, Tajweed. Applying an Augmented Reality as an Android-Based Tajweed Science Introduction Media Abstract: The Tajweed Science upgrading tool can be made using Augmented Reality technology which is applied to Android mobile features. The purpose of this research is to improve the quality of piety to Allah SWT, to realize the responsibility of a believer to the Qur'an, to bring a believer to read the Qur'an with Tajweed, to help believers practice Tajweed without having to attend courses and to be able to practice anywhere and anytime. The conclusion of this study is that by using the AR application, users are more familiar with Tajweed Science without being bound by the duration of time and place, and users are more attentive and captivated in practicing Tajweed Science. Keywords: Augmented Reality, Learning Media, Tajweed.
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Pub Date : 2022-04-24DOI: 10.36079/lamintang.jetas-0401.354
M. Basit, Mambang, Reny Ayu Nisa
Masih rendahnya persentasi kelulusan mahasiswa pada uji kompetensi ners pada bulan oktober 2018 khususnya pada 5 isntitusi swasta yang ada di kalimantan selatan yang mengikuti sebanyak 641 peserta dan yang dinyatakan tidak kompeten sebanyak 367 peserta. Permasalah yang sering rateker alami yaitu lokasi tempat tinggal yang tersebar, dari masalah tersebut rateker mengikuti bimbel secara online. Melalui bimbel online ada permasalahan yang dialami yaitu kurang pemahaman dalam menganalisis soal, kurang semangat belajar, kurang fokus mengikuti bimbel, dan kesibukan bekerja pada saat mengikuti bimbingan belajar online. Tujuan penelitian ini adalah untuk mengetahui Hubungan Kesiapan Belajar terhadap Hasil Kelulusan Rataker UKNI Bimbingan online Universitas Sari Mulia Banjarmasin. Penelitian ini menggunakan pendekatan kuantitatif. Pengumpulan data primer dengan kuesioner, diambil dengan teknik total sampling dan data dianalisis mengunkan uji chi Square. Berdasarkan kesiapan belajar yang mempengaruhi hasil kelulusan menyatakan bahwa dari 39 responden yang dinyatakan kesiapan belajar yang terbanyak adalah kesiapan belajar kurang sebanyak 16 responden dengan hasil kekulusan tidak kompeten sehingga dapat disimpulkan bahwa rendahnya kesiapan belajar cukup kuat untuk mempengaruhi dan akan menurukan hasil kelulusan. Determination of Total Flavonoid Content of the n-Hexane Fraction of Gelinggang Leaf Extract by UV-Vis Spectrophotometric Method Abstract: The percentage of student graduation is still low in nurses' competency test in October 2018 especially in the 5 private institutions in South Kalimantan that participated in as many as 641 participants and 367 participants were declared incompetent. The problem that is often a natural rateker is the location of a scattered residence, from these problems rateker follow tutoring online. Through online tutoring there are problems that are experienced namely lack of understanding in analyzing questions, lack of enthusiasm for learning, lack of focus in taking lessons, and busy working when following online tutoring. Reserach Objective is to find out the Relationship between Learning Readiness and UKNI Rataker Graduation Results Online Tutoring at Sari Mulia University, Banjarmasin. This research uses a quantitative approach. Primary data collection by questionnaire, taken with total sampling techniques and analyzed data using chi square test. Based on the readiness of learning that affects the graduation results stated that of the 39 respondents who stated the most learning readiness was less readiness as many as 16 respondents with incompetent sincerity results. That the lack of learning readiness is strong enough to influence and will reduce the graduation results. Keywords: Graduation Results, Learning Readiness, UKNI.
2018年10月,学生在能力测试上的成绩仍然很低,特别是在加里曼丹南部的5个私人机构中,他们跟踪了641名参与者,被认为是367名不称职的参与者。rateker的主要问题是它分散在哪里,rateker在网上关注bimbel。本研究的目的是确定Rataker毕业准备与Banjarmasin Sari Mulia的在线大学课程结果的关系。这项研究采用定量方法。用问卷调查收集原始数据,采用总抽样技术和分析数据部署chi Square测试。根据对毕业成绩的学习准备,在被评为学习准备最多的39名受访者中,学习准备不足16人,表现得非常差,可以得出结论,学习准备不足的强烈程度足以影响和将影响毕业成绩。类黄酮总量的决心之内容n-Hexane Fraction of Gelinggang叶Extract由UV-Vis Spectrophotometric方法抽象:the percentage of护士学生毕业还是低的competency测试在2018十月,尤其是在《南加里曼丹那5 private institutions participated在美国许多美国一下participants和367 participants是declared incompetent。一个天生的吸引力的问题是一个分散的居住地的位置,从这些问题到在线教学。通过在线教学,有一个问题是通过分析问题、学习热情、专注于学习、在在线教学过程中忙于工作而产生的。研究对象是找出在班雅尔马辛高尚大学的在线教学教学中学习现实和学习辅助工具之间的关系。这个研究让人量量。由questionnaire提供的原始数据收集,采用chi square测试的技术样本和分析数据。基于学习所产生的影响,现存的39个负责任的人没有像16个不负责任、不负责任、不负责任的人那样经常受到严厉批评。学习的缺乏程度足以影响人,减少毕业率。安装:毕业Results,学习Readiness UKNI。
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