Innovation in The Development of an Electronic Practicum Book of IT-Based Learning Media Oriented to The Team-Based Project DOI Open Access

Budi Halomoan Siregar,

Kairuddin,

Abil Mansyur

et al.

Mosharafa Jurnal Pendidikan Matematika, Journal Year: 2023, Volume and Issue: 12(2), P. 243 - 254

Published: April 30, 2023

Belum terdapat buku praktikum yang memenuhi standar kualitas tinggi (valid, praktis dan efektif) dapat digunakan sebagai panduan belajar untuk mengembangkan media IT. Penelitian ini bertujuan menghasilkan satu IT terintegrasi dengan prinsip-prinsip pembelajaran Team-Based Project standar. Untuk produk diinginkan, maka dilakukan penelitian R&D model 4D terdiri dari empat fase: pendefinisian, desain, pengembangan penyebarluasan. Subjek adalah mahasiswa calon guru pada matakuliah berbasis 63 orang (kelas A B). memperoleh data diperlukan, beberapa instrumen: lembar observasi, validasi, kepraktisan, keefektifan berupa essay test respon mahasiswa, kemudian dianalisis secara kualitatif kuantitatif. Berdasarkan hasil penelitian, tersebut 3 ditentukan, terbukti adanya peningkatan kemampuan dalam relevan kebutuhan siswa termasuk warga digital. There are no practicum books that valid, practical, and of good quality can be utilized as study aids for creating media. This aims to create an book is integrated with team-based project principles meet standards. research conducted using a model, which consists four processes, produce the desired product: (1) define, (2) design, (3) develop (4) disseminate. The subjects this students who prospective mathematics teachers taking IT-based learning courses consisting people (classes was obtained through several instruments: observation sheets, validation practicality effectiveness sheets in form tests student response then were analyzed qualitatively quantitatively. Based on findings, has met three specified standards, it proven there increase students' ability understand development concepts relevant needs native digital learners.

Language: Английский

Revolution in Engineering Education through Android-Based Learning Media for Mobile Learning: Practicality of Mobile Learning Media to Improve Electrical Measuring Skills in the Industrial Age 4.0 DOI Open Access

Fivia Eliza,

Radinal Fadli, Muhammad Hakiki

et al.

International Journal of Interactive Mobile Technologies (iJIM), Journal Year: 2023, Volume and Issue: 17(20), P. 60 - 75

Published: Nov. 3, 2023

This study examines the practicality of Android-based learning media in improving students’ ability to use electrical measuring instruments Industrial Revolution 4.0 era. adopted a research and development (R&D) approach using 4D model. The process involved practical tests conducted by lecturers students questionnaire that evaluated convenience, time, usability. study’s results revealed for mobile showed level deserved thumbs up. Aspects all reach good practicality, so they fall into ‘practical’ category. Based on findings, provides significant benefits through easy access materials, better interactive visualization, efficiency self-evaluation. received can be added understanding instruments. However, currently being developed has not been integrated with artificial intelligence (AI), there are still great opportunities further its integration education.

Language: Английский

Citations

13

The development of 3D-animated interactive media integrated into problem-based learning DOI
Yunita Sari, Arita Marini, Yuli Rahmawati

et al.

AIP conference proceedings, Journal Year: 2025, Volume and Issue: 3142, P. 020089 - 020089

Published: Jan. 1, 2025

Language: Английский

Citations

0

Powtoon-based audiovisual media to improve mathematics understanding ability for sixth-grade elementary school students DOI
Desy Safitri, Arita Marini,

Nindya Pavita Prilia

et al.

AIP conference proceedings, Journal Year: 2025, Volume and Issue: 3142, P. 020073 - 020073

Published: Jan. 1, 2025

Language: Английский

Citations

0

Multimedia-based interactive learning media to improve student’s concept understanding of mathematics DOI
Desy Safitri,

Aghisna Jihadah,

Gusti Yarmi

et al.

AIP conference proceedings, Journal Year: 2025, Volume and Issue: 3142, P. 020070 - 020070

Published: Jan. 1, 2025

Language: Английский

Citations

0

Interactive digital comic to improve character building for first-grade elementary school students DOI
Desy Safitri, Arita Marini,

Nahdah Khayyira

et al.

AIP conference proceedings, Journal Year: 2025, Volume and Issue: 3142, P. 020061 - 020061

Published: Jan. 1, 2025

Language: Английский

Citations

0

Development of pop-up book media based on project-based learning to enhance the writing skills of elementary school students in Indonesia DOI
Herlina Usman,

Wahyu Kurniati Asri,

Gusti Yarmi

et al.

AIP conference proceedings, Journal Year: 2025, Volume and Issue: 3142, P. 020030 - 020030

Published: Jan. 1, 2025

Language: Английский

Citations

0

Digital storybook based on local wisdom representing students’ cultural literacy and citizenship DOI
Linda Zakiah,

Sarkadi,

Arita Marini

et al.

AIP conference proceedings, Journal Year: 2025, Volume and Issue: 3142, P. 020034 - 020034

Published: Jan. 1, 2025

Language: Английский

Citations

0

Research on mobile learning platform interface design based on college students’ visual attention characteristics DOI Creative Commons
Tiejun Zhu,

Yujin Yang

PLoS ONE, Journal Year: 2023, Volume and Issue: 18(7), P. e0283778 - e0283778

Published: July 7, 2023

To explore the visual experience characteristics and influencing factors of college students' attention intervention in interface mobile learning platform by using eye-tracking technology, to summarize pattern design its inspiration.Using head-mounted 28 images from 6 groups typical elements layout CGTN were selected as test samples, eye-movement indexes subjects browsing recorded.There significant differences time, number times attention, rate recall different areas topics (P < 0. 001).In design, analysis can be found that people's is mainly influenced color, text, typography, secondary also play an important role communication. The color text well innovative typography effectively enhance students better communicate information platform.

Language: Английский

Citations

8

The Impact of Android Module-Based Inquiry Flipped Classroom Learning on Mathematics Problem Solving and Creative Thinking Ability DOI Open Access
Dessy Noor Ariani, Mohamad Syarif Sumantri, Firmanul Catur Wıbowo

et al.

International Journal of Interactive Mobile Technologies (iJIM), Journal Year: 2022, Volume and Issue: 16(24), P. 32 - 46

Published: Dec. 20, 2022

This research uses the Android module based on a strategy called "inquiry-based learning" and "flipped classroom" to help people utilize their cross-disciplinary skills in complex real-world situations. experiment showed how module-based inquiry flipped classroom learning affects math pre-service teachers' ability solve mathematical problems think creatively geometry. In third term, 123 students were randomly assigned learning, PowerPoint conventional or learning. The study found that teachers much better at solving mathematics creative thinking when using because its use effectively extends time, permits acquisition of more knowledge, encourages collective responsibility for order engage process deeper type also helps them learn deal with they may face future jobs. implication can guide instructional designers creatively.

Language: Английский

Citations

12

Development of Gamification-Based E-Learning on Web Design Topic DOI Open Access
Fajar Pradana, Punaji Setyosarı, Saida Ulfa

et al.

International Journal of Interactive Mobile Technologies (iJIM), Journal Year: 2023, Volume and Issue: 17(03), P. 21 - 38

Published: Feb. 6, 2023

Conventional learnings have given way to methods aided by technological advances. The approach known as Student-Centered Learning (SCL) is the foundation of e-learning. Furthermore, SCL demands students be self-motivated complete courses and engage with offered learning content. Programming one most important subjects study independently aid an instructor. need for graduates programming computational skills in field web design continues receive widespread attention from industry. However, problems such low student engagement are often encountered about concepts syntax. Gamification instructional facilitate boost motivation through game elements, mechanics, thinking. Therefore, this research aims discuss development Gamification-based e-learning increase motivation, especially HTML CSS design. This system was tested 3 methods, including unit, system, user testing. In testing, involved 264 computer backgrounds validate system. results show that can perform well according expected specifications.

Language: Английский

Citations

7