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Corresponding Author
Ayung Candra Padmasari
Institutions
(a) Multimedia Education Universitas Pendidikan Indonesia Kampus Cibiru, 40393 Bandung
ayungcandra[at]upi.edu
(b) Software Engineering Universitas Pendidikan Indonesia Kampus Cibiru , 40393 Bandung
asyifa[at]upi.edu
(c) Teknologi Pendidikan Universitas Pendidikan Indonesia ,40154 Bandung
Asepherry[at]upi.edu
Abstract
The need for innovative media in the Industrial Revolution 4.0 era become a new necessity and challenge especially looking at cultural and historical potential which must remain preserved along with the times and technology. Designing new media previously designed conventionally related to historical information on West Java about Hindu Buddha Temples become a new innovation to create information media for digital age. Historical information on Hindu Buddhist temples is basically very interesting learning to be known by everyone, both teenage children and the general public, because the history of Hindu Buddha temples includes sacred buildings from Indonesian classical relics that are used as a place of worship by historical society of Hindu Buddha This research aims to design a 3D gallery design combining photo panorama as an innovation media in conveying information related to the history of Hindu Buddhist temples. The method used in this research is Design and Development (D&D). The results of this study are 3D modeling and photo assets. The texturing object was produced from 9 photos and 1 panoramic photos with the aim of displaying a realistic visualization of a 3D gallery to display an interesting interior photo of the Hindu Buddha Temple.
Keywords
Virtual 3D, Gallery, Temple, Panorama, Photo
Topic
New Technologies in Education
Corresponding Author
BETI MULU
Institutions
a)IAIN Kendari
*betimulu[at]yahoo.com
b)IAIN Kendari
c) IAIN Kendari
d) IAIN Kendari
Abstract
Contextual learning is an innovative approach that changes teacher-centered learning to student-centered learning, to help the teacher associates the learning material with the real situation of the students. This study aimed to determine the motivation of the students to learn Arabic for banking field through multimedia-based contextual learning by using qualitative method. The participants of this study are students of second semester of Perbankan Syariah Department.The study used data collection technique with participatory observation, in-depth interviews and document study. The data analysis techniques of Miles and Huberman models namely data display, data reduction and data conclusions applied in this study. The result showed that contextual learning kept students motivated to learn, participated actively in arranging the concept of conversation according to the theme assigned to each group, students attention was focused on searching vocabulary, asking questions, and completing the manuscript according to a predetermined time, persevering, persistence and enthusiastic in composing conversation texts and practicing speaking and acting out using Arabic banking conversation scripts.
Keywords
Contextual Teaching and Learning; Arabic for Banking; Multimedia
Topic
New Technologies in Education
Corresponding Author
Muhammad Nur Hudha
Institutions
1) Universitas Kanjuruhan Malang, Jl. S. Supriadi no 48, Malang 65148, Indonesia
2) Universitas Pendidikan Indonesia, Jl. Dr. Setiabudi 229, Bandung 40154, Indonesia
Abstract
The lack of use of technology-based learning media especially for thematic learning has an impact on students poor understanding. The purpose of this study is to develop a learning media based on augmented reality animation that is valid and practical on low carbon 3R topics (reduce, reuse, recycle). The research method used in this study uses the ADDIE development research model using 5 stages namely Analyze, Design, Development, Implementation, and Evaluation. Product validation is for material experts and media experts, while the test subjects are teachers and 20 students. Data collection instruments use a questionnaire for validity and practicality, while data analysis techniques use descriptive qualitative and quantitative analysis. The results of the validation on the material experts and media experts are very valid, the results of the teacher questionnaire responses gained 84%, and the responses of class III students totaling 20 students gained 83% with very good categories. Thus, learning media based on augmented reality animation on the topic of low carbon 3R (reduce, reuse, recycle) for understanding students concepts is feasible and practically used as a learning medium.
Keywords
Augmented Reality; Low Carbon; 3R (Reduce, Reuse, Recycle)
Topic
New Technologies in Education
Corresponding Author
Isma Widiaty
Institutions
Universitas Pendidikan Indonesia
Abstract
The purpose of this study was to determine the mapping of technology applications in learning related to cultural heritage in the form of batik as part of a technology-based curriculum approach. The analysis focus is carried out on aspects of digital-based technology trends that is used in cultural heritage learning. The analytical method used is a bibliometric approach. This bibliometric method uses histcite software that can help analyze quantitative data related to journal bibliographies that discuss the topic of digital cultural heritage. The search results illustrate that the top five technological trends used in learning about cultural heritage are sequentially occupied by Augmented Reality technology, Virtual Reality, 3D Scanning, 4D, and automatic technical drawing. Search results relating to aspects of the curriculum illustrate that the future curriculum needs to adopt the latest technological developments as an effort to curriculum reform and curriculum change. Adoption of technology in the curriculum especially related to the curriculum based on local wisdom has become a necessity. The use of digital media makes learning more interesting and enjoyable. The process of transmitting and transforming local cultural values as a learning of national identity becomes more meaningful.
Keywords
Bibliometric; Digital; Cultural Heritage; Technology; Curriculum
Topic
New Technologies in Education
Corresponding Author
Muhammad Nur Hudha
Institutions
1) Universitas Pendidikan Indonesia, Jl. Dr. Setiabudi 229, Bandung 40154, Indonesia
2) Universitas Kanjuruhan Malang, Jl. S. Supriadi no 48, Malang 65148, Indonesia
3) Universitas PGRI Adi Buana Surabaya, Jl. Dukuh Menanggal XII, Surabaya 60234, Indonesia
Abstract
This research is preliminary research to dig up information about the understanding of teachers in inclusive schools in online learning. This study used a descriptive qualitative method with questionnaire data and interviews with 100 teachers at inclusive schools in East Java. The instruments used were teacher understanding, teacher habits during teaching using technology, and teacher needs related to online learning. The conclusion obtained from this study is that some of the more inclusive teachers still do not understand the importance of online learning and really need e learning media that can facilitate all the needs of special needs students.
Keywords
blended Learning; e learning media; inclusive teachers
Topic
New Technologies in Education
Corresponding Author
Wawan Wahyu
Institutions
Universitas Pendidikan Indonesia
Abstract
This study was designed to investigate the effectiveness of School Chemistry Practicum through developing Project-based Three Key Skills to build students- creativity on making Creative Products made from natural materials. This research used descriptive method. Data collection was carried out using assesment rubric of Creative Products and student testimonial sheets. The results showed that students- creativity were successfully built through learning using the development of Project-based Three Key Skills. This model facilitated students to construct their knowledge then made product based on that knowledge and finally discussed and evaluated the product. It showed that the Project-based Three Key Skills developed on School Chemistry Practicum was very potential to be applied in learning process to stimulate student creativity.
Keywords
Project-based Three Key Skills, Creative Products, School Chemistry Practicum
Topic
New Technologies in Education
Corresponding Author
Phatsanan Yanasoot
Institutions
1 Department of Educational Technology and Communication, Faculty of Technical Education, Rajamangala University of Technology Thanyaburi, Pathumthani 12110 Thailand
2 phatsanan_y[at]mail.rmutt.ac.th
3 sthosporn[at]rmutt.ac.th
Abstract
The aims of the research were to: 1) find the efficiency of the Computer Assisted Instruction (CAI) based on the GCC concept in English subject for vocational students., 2) the results of pre and post achievement test of students learning from the CAI., and 3) find the satisfaction of vocational students taking the CAI. The subjects of this research were 30 vocational students taking English subjects in the first semester of the academic year 2017 at Saraburi Technical College. The research instruments were the CAI for vocational students, pre-test and post-test, and a satisfaction questionnaire. The statistics used for data analysis were percentage, mean, standard deviation, and t-test for a dependent sample. The result of the study showed that the CAI had an efficiency of 81.67/80.33. The achievement of the students before learning with the CAI for vocational students was 8.03, and the standard deviation value was 1.00. The average scores after learning with the CAI for vocational students were 24.50, and the standard deviation value was 2.75 t-test value between before and after learning was 16.47, and it was significantly different at the 0.05 level. The satisfaction of the vocational students toward the CAI was at a high level.
Keywords
Computer Assisted Instruction, English, GCC concept
Topic
New Technologies in Education
Corresponding Author
Lutfi Akbar Pratama
Institutions
Universitas Pendidikan Indonesia
Abstract
The remote laboratory system allows users to conduct lab work via a remotely controlled lab computer. Each computer has a different interface to interact with the operating system. This affects the users comfort and effectiveness in accessing the remote laboratory. Based on this, we need a support system in the remote laboratory to maximize user time in practicing. The interface on the computer lab becomes an essential factor in supporting a practicum that uses computers. GUI (Graphical User Interface) is an interface that allows users to interact with the operating system or computer graphically. In contrast to the CLI (Command Line Interface), which uses the command line, the GUI uses a graphical menu, allowing users to more quickly and more efficiently interact with the operating system. The main features of the GUI are made up of three components. The components in question include time management features, application selection, and notifications. If the GUI is connected, users can easily open applications provided by the computer server. Intended uses include the CX-Programmer for Programmable Logic Controllers (PLCs), Pneumatic Pneumatic Festo, and cameras. In addition, the GUI also functions as a practical timer and notifies the user. This can be seen from the closed and automatic connection disconnection between the user and the computer server if the practicum time is up.
Keywords
Desain GUI; Remote Laboratory; PLC; Pneumatic
Topic
New Technologies in Education
Corresponding Author
Reinald Muhammad Naufal
Institutions
1) Science Education Study Program, Faculty of Mathematics and Science Education, Universitas Pendidikan Indonesia, Bandung, Indonesia
2) Science Education Department, School of Postgraduates, Universitas Pendidikan Indonesia, Bandung, Indonesia
*Corresponding Author. nuryanirustaman[at]upi.edu
3) Computer Science Department, Faculty of Mathematics and Science Education, Universitas Pendidikan Indonesia, Bandung, Indonesia
Abstract
Programme for International Student Assessment (PISA) 2015 developed an assessment tool to measure Collaborative Problem-Solving (CPS) proficiency that can only gather data in a large scale and difficult to be used in classroom. This study aims to develop an assessment tool that can be used to measure the CPS skills of eighth graders in the classroom. The assessment tool was made to be computer-based software / application for easier sharing and assessment. This study used developmental research method. The development went through (1) Preparation stage, where the application was concepted; (2) Development stage, where the application was developed using prototyping development model; (3) Testing stage, where the application was judged by two experts, each on logical thinking assessment and ICT, where the application was deemed valid and readable under “very good” category. The application was tried by 19 eighth graders in Labschool UPI, the students work in a group of three to solve the puzzle in the application. The students fill a questionnaire of readability, and the application falls under the “good” category. (4) Final stage, where after the data was analysed, and determined that the CPS assessment tool developed can measure the CPS skill of eighth graders.
Keywords
collaborative problem solving (CPS) skills, computer-based assessment tool, prototyping development model
Topic
New Technologies in Education
Corresponding Author
Noval Dwi Jayanto
Institutions
Universitas Pendidikan Indonesia
Abstract
Data communication is the process of sending data that involves two or more devices connected to the network. This is influenced by several factors, depends on the type of data and data conversion media. The data conversion component can be in the form of RS232, which uses max232 IC as a conversion from TTL to Serial data or vice versa. This tool is a development of a data communication trainer where can see the characteristics of data communication via graphic LCD. Input from the trainer can be in the form of logic sent through the LCD touchscreen and received by the microcontroller. The data input will enter an Arduino, as a control component. The Arduino will process the input data and send it out as signal corresponding to the input data along with the signal characteristics. This tool is also equipped with an IoT system where input data can be put in from the internet network, and the output signal will appear on the page provided. The application of IoT to this tool makes it a hybrid system where can be accessed either directly in the lab, or via the internet.
Keywords
Hybrid system; IoT; Data communication; RS232
Topic
New Technologies in Education
Corresponding Author
Jaja Kustija
Institutions
Universitas Pendidikan Indonesia
Abstract
Practicum is an essential component in the learning process at universities, especially in the fields of science and technology. Realizing quality practicum requires a balanced amount of equipment that supports the process, but practicum participants often exceed practicum equipment. The solution is to create a remote laboratory that can be accessed from anywhere while connected to the internet. Remote laboratory consists of three important parts, namely a server that consists of a computer or laptop connected to the data processor sent by the user and then connected to the actuator, a server is also connected to the camera that the user can observe the practical work. The second part is an internet connection, and the third part is the user. All that is controlled by ThinVNC software, ngrok, and GUI that has been provided. On the server computer, GUI, ThinVNC, and ngrok are installed as controllers for the practical work, while the user can open the website to access the lab computer. Based on theory and experience, this technique is very suitable if used in PLC and pneumatic practicum. The use of remote labs makes students more skilled in facing the era of the industrial revolution 4.0.
Keywords
IoT; Learning Media; Mechatronics; Remote Lab
Topic
New Technologies in Education
Corresponding Author
Roswina Dianawati
Institutions
a) Graduate School of Technological and Vocational Education, National Yunlin University of Science and Technology
Daxue Road 123 Sec. 3, Douliu, Yunlin, Taiwan 64002
*m10543014[at]gemail.yuntech.edu.tw
b) Department of Mechanical Engineering, State University of Malang
Semarang Road 5, Lowokwaru, Malang, Indonesia 65145
Abstract
Vocational high school students, particularly in engineering majors, are expected to have the prioritised skills to solve problems, think computationally, and use advanced technology. Computer science is a crucial course for vocational students which contains all Science, Technology, Engineering, and Mathematics (STEM) categories. However, some obstacles are discovered that vocational school students did not have adequate basic computational skills that is caused by obsolete learning system. Gamification is now increasingly being used as an important part of the learning system to involve and motivate students. This study is a developmental research which aims to develop an engaging computer game as a newfangled learning tool in computer science course to enhance students- intrinsic. The results of the feasibility assessment from experts indicate that the game categorised as good in 15 criteria; likewise, the students- responds show the game assessments- scoring as acceptable category. As a conclusion, this developed game is worthy to be played as a computer science learning tool and further improvement is expected.
Keywords
Gamification; Computer science; Vocational students
Topic
New Technologies in Education
Corresponding Author
Syahrul Marham
Institutions
a) IAIN Kendari
b) IAIN Kendari
c) IAIN Kendari
d) IAIN Kendari
*syahrul.stain[at]gmail.com
e) Universitas Halu Oleo
Abstract
This article aims to provide an overview of: 1) the ability of lecturers to understand the functions of ICT in learning practices; 2) the ability of lecturers to use ICT in learning practices; 3) the ability of lecturers to manage ICT-based learning practices; and 4) the ability of lecturers to conduct ICT-based learning assessments. The study was conducted at IAIN Kendari using a qualitative approach. Data collection is done through observation, interviews, and study of learning documents. The research findings show that the lecturers understanding of the function of ICT in the learning process is still low, so that it also results in a low ability of lecturers in ICT-based learning. Another result is the low ability to manage ICT-based learning, including weaknesses in conducting ICT-based assessment. Because of that, a technology literacy improvement program is needed for lecturers in Islamic Higher Educaton.
Keywords
Technology Literacy; ICT; Learning Media
Topic
New Technologies in Education
Corresponding Author
Fera Nur Aryanti
Institutions
Faculty of Vocational and Technology Education, Indonesia University of Education Jl. Dr. Setiabudi No.229, Kota Bandung, 40154, Indonesia
Abstract
This research aims to know the students- Revit operating ability on beginner level competency in extracurricular activities, in order to fulfill the needs of Indonesia construction industry. This research was conducted by 30 second grade students of DPIB Vocational High School 2 Garut. The data were collected by observation, interview, and documentation. The research method was class action research, conducted in three cycles. On the first cycle, the percentage of students learning achievement in mastering Revit was only reached Architecture 85%, Annotate 57%, and View 43%. In second cycle, students achievement increased to Architecture 90%, Structure 79%, Annotate 58%, Massing & Site 88%, and View 43%. While in the third cycle, the percentage significantly increased to Architecture 90%, Structure 82%, Annotate 87%, Massing & Site 88%, and View 86%. The average score of Revit mastery in the first cycle reached 60 (not competent category) and showed 0% learning completeness. This result meant, in the first cycle, students had not mastered the Revit beginner competency features. In the second cycle, the result of Revit average scores increased to 77 (competent quite category) and showed 0% learning completeness; meant students had mastered the Revit beginner competency features in the second cycle. And in the third cycle, the average score significantly increase to 88 (included competent category) and 100% learning completeness; meant students had mastered the Revit beginner competency features. The conclusion of this research showed the Revit implementation on beginner level competency in Vocational High School 2 Garut had fulfilled the needs of Indonesia construction industry.
Keywords
Building Information Modelling (BIM), Revit, Extracurricular, The World Needs of the Construction Industry
Topic
New Technologies in Education
Corresponding Author
Meini Sondang Sumbawati
Institutions
Universitas Negeri Surabaya
Abstract
Vocational teachers are expected to have 21st century skills and be able to change their mindset including learning plans that utilize digital literacy, so students enjoy learning and are easy to absorb lessons. Augmented reality technology is used as a learning medium that visualizes still images into real objects virtually, visualizing abstract concepts becomes easier to understand. This study aims to (1) determine the feasibility of photography learning modules based on augmented reality video (2) how students respond to learning modules based on augmented reality video. This research uses the waterfall research method. The subjects of this study were vocational high school students. The collection of data with a validation questionnaire and student responses, and analyzed descriptively. Media validation results obtained 94% and 93.85% module validation, so it is very feasible to be used in learning. The results of student responses to learning modules based on augmented reality video is 75.48% getting good responses from students.
Keywords
Learning media, Photography, Augmented Reality
Topic
New Technologies in Education
Corresponding Author
Pairin Pairin
Institutions
a) IAIN Kendari
b) IAIN Kendari
*nuralimbasri[at]gmail.com
c) IAIN Kendari
d) IAIN Kendari
e) IAIN Kendari
Abstract
This article aims to provide an overview of: 1) Smart TV-based moving class design at the Ummushshabri Islamic Boarding School in Kendari; 2) the process of fostering student collaboration in learning activities; 3) the process of growing student motivation. The study was conducted using a qualitative approach, where data was collected through a process of observation, interviews, and document review. The results of the study show: 1) The design of smart TV-based moving class is the embodiment of the Ummushshabri Pesantren being a metropolitan boarding school, as well as readiness to go international; 2) the application of moving class causes high enthusiasm in finding new experiences in learning, and more importantly is the growth of cooperation; 3) the process of growing motivation to learn is not only based on the readiness of the Smart TV facility, but also the readiness of the teacher in implementing learning practices through Smart TV-based moving classes
Keywords
Moving Class; Smart TV; Learning; Islamic Boarding School
Topic
New Technologies in Education
Corresponding Author
Syahrul Marham
Institutions
a) IAIN Kendari
b) IAIN Kendari
c) IAIN Kendari
d) IAIN Kendari
*syahrul.stain[at]gmail.com
e) IAIN Kendari
Abstract
Mobile technology is believed to be able to foster the way students learn language and facilitate the teachers in their language instructional context. This article explores the reflection of teachers in EFL teaching context regarding the implementation of Mobile Assisted Language Learning (MALL). Grounded in phenomenological study through participant observation and reflective teaching practices, qualitative data analysis indicated that the implementation of MALL in EFL instructional context could foster their students- motivation in learning language. By varying individual and collaborative language learning tasks through MALL platform in the classroom, the teachers revealed their students- positive reaction. On the other side, the use of mobile technology in the language classroom tasks also reveals some hindrances to learning and teaching process. This study assumes that MALL implementation in the classroom should consider the students- access to network support, sufficient memory storage, and familiarity to the apps in their mobile. Since not all students in this study could afford to have smartphone or 24-hour network access, this study suggests that the students be engaged in collaborative tasks rather than individual projects.
Keywords
higher education;Mobile Applied Language Learning; mobile technology
Topic
New Technologies in Education
Corresponding Author
Pairin Pairin
Institutions
a) IAIN Kendari
*syahrul.stain[at]gmail.com
b) IAIN Kendari
c) IAIN Kendari
d) IAIN Kendari
e) IAIN Kendari
f) Universitas Halu Oleo
Abstract
This article aims to provide an overview of: 1) online learning practices at IAIN Kendari; 2) video tutorial design in learning at IAIN Kendari; 3) the use of blogs as a means of online learning. The study was conducted qualitatively, where data was collected through observations, interviews, and study of learning documents. The results showed that: 1) learning practices using online media such as video tutorials and blogs were only carried out by a few lecturers; 2) video tutorial design contains learning material on several subjects that require repeat views; 3) the use of blogs as a means of online learning is still low, this is related to the low technology literacy of lecturers at IAIN Kendari.
Keywords
Laboratory; Online Learning; Technology Literacy
Topic
New Technologies in Education
Corresponding Author
Noval Dwi Jayanto
Institutions
Universitas Pendidika Indonesia
Abstract
Virtual laboratory is a facility that allows access to laboratory equipment from anywhere and any time while connected to the internet. Remote desktop systems are the basis of the development of virtual laboratory where users can access equipment connected to the lab computer from anywhere with the agreed time. The virtual laboratory can overcome the problem of the imbalance of the number of tools available in the lab with the number of students who will do the practicum, especially the PLC, HMI, and hydraulic simulation. For accessing the lab computer, this tool uses web-based HTML and VNC (Virtual Network Computing) techniques. On the server computer, the ThinVNC server is installed, and the user, password, and port are set. ThinVNC functions as a tool that makes it easy for users to access the lab because it simply provides a web browser that supports HTML 5 such as chrome, firefox and edge without having to install any browser plugins and does not need to install RDP, so tablet or smartphone can access the lab. When it is connected, user can access the available lab equipment and can see the results made because there are cameras that monitor the course of the practicum.
Keywords
PLC, Remote desktop, ThinVNC, Virtual laboratory
Topic
New Technologies in Education
Corresponding Author
Yani Achdiani
Institutions
Universitas Pendidikan Indonesia
Abstract
The purpose of this study was to determine student satisfaction in using digital story telling applications in batik learning in Vocational High Schools (SMK) in the context of the Technology Acceptance Model (TAM). The data collection process was carried out for 82 students at the Vocational High School of Batik who had previously used the digital story telling application. The data collection instrument was a questionnaire that used a Likert scale to measure aspects of student satisfaction with digital story telling applications. The results showed that student satisfaction with the use of digital applications is seen in the following indicators: the application used is very pleasant, can work well, looks good, very necessary, and can help students to get complete information especially about the philosophical aspects of batik motifs from various areas. This digital story telling application is a narration that is equipped with visual batik motifs combined with animation and audio technology that can help students fully understand the value of batik local wisdom. Overall aspects of student satisfaction in using digital story telling applications are in the good category. These results show that students are satisfied using this application and can help understand the local wisdom value of batik which is very helpful for instilling student awareness about the cultural heritage of Indonesian Nation.
Keywords
Technology; Digital; Story Telling; Application
Topic
New Technologies in Education
Corresponding Author
Pairin Pairin
Institutions
a) IAIN Kendari
b) IAIN Kendari
c) IAIN Kendari
d) IAIN Kendari
e) IAIN Kendari
*syahrul.stain[at]gmail.com
Abstract
This article aims to provide an overview of: 1) The use of multimedia in learning planning at IAIN Kendari; 2) The use of multimedia in organizing learning at IAIN Kendari; 3) The use of multimedia in the implementation of learning at IAIN Kendari; 4) The use of multimedia in evaluating learning at IAIN Kendari. The study was conducted using a qualitative approach, where data was collected through a process of observation, interviews, and document deepening. The results showed that: 1) The use of multimedia in learning planning is realized in the Learning Program Plan; 2) The use of multimedia in organizing learning manifests in the activity of dividing the types of learning approaches that will be applied in class; 3) The use of multimedia in the implementation of learning is manifested in face-to-face, field studies, and online meetings through videos, web and blogs; 4) The use of multimedia in learning assessment covers aspects of the learning process and outcomes.
Keywords
Multimedia; Learning Management
Topic
New Technologies in Education
Corresponding Author
Nur Alim
Institutions
a) IAIN Kendari
b) IAIN Kendari
c) IAIN Kendari
d) IAIN Kendari
*syahrul.stain[at]gmail.com
e) IAIN Kendari
Abstract
This article aims to provide an overview of: 1) Strengthening digital-based learning in Islamic Boarding School Ummushshabri Kendari; 2) Utilization of smart TV in learning activities at the Islamic Boarding School Ummushshabri Kendari; 3) Student teacher readiness in digital learning through smart TV at the Islamic Boarding School Ummushshabri Kendari. This study uses a qualitative approach, in which the process of collecting data through the process of interviews, participatory observation, and document deepening. The data analysis is done through the process of data reduction, data presentation, and drawing conclusions. The results showed that: 1) Strengthening digital-based learning at the Ummushshabri Islamic Boarding School in Kendari was the main agenda in the development of institutions, also in response to the 4.0 era; 2) Utilization of smart TV in learning at Islamic Boarding School Ummushshabri is realized by diverting learning resources on digital features such as YouTube, blogs, Google books, and electronic national libraries; 3) Teacher readiness is demonstrated through their ability to use smart TVs, including smartphone connections with smart TVs, and is evidenced by the design of learning programs using smart TVs
Keywords
Smart TV; Digital Learning; Islamic Boarding School
Topic
New Technologies in Education
Corresponding Author
Rini Fath Marsya
Institutions
a) Program Studi Magister Pendidikan Kimia, Sekolah Pasca Sarjana, Universitas Pendidikan Indonesia, Jl. Dr.Setiabudhi No. 229, Bandung, 40154, Indonesia
b) Departemen Pendidikan Kimia, Universitas Pendidikan Indonesia, Jl. Dr.Setiabudhi No.229, Bandung, 40154, Indonesia
*rini.f.marsya[at]upi.edu
Abstract
View of nature of science and technology (VNOST) was used to explain the phenomena of science and technology, and to explore the relation of science, technology, and society. Organic light-emitting diodes (OLED) technology was one of the latest technologies that contain the Nature of science and technology (NOST) aspect and can be used to improve the chemistry learning process. The purpose of this research was to validate the development of didactical design of OLED. The research method was the Model of educational reconstruction (MER). Validation involves 5 experts (lecturers) as validators using a validation sheet contains indicators of learning achievements, student activities, predictions of pre-service chemistry teacher responses, and the anticipation of educators. Validation was analyzed using the content validity index (CVI). The results showed that didactical design of OLED based on VNOST was appropriate for use in chemistry lectures that connecting the chemical concepts with the latest technology where the CVI value was 0.95.
Keywords
Validation, Didactical design, Organic light-emitting diodes, View of nature of science and technology.
Topic
New Technologies in Education
Corresponding Author
Syahrul Marham
Institutions
a) IAIN Kendari
*rusdinmuhalling02[at]gmail.com
b) IAIN Kendari
c) IAIN Kendari
d) IAIN Kendari
e) IAIN Kendari
Abstract
This article aims to provide an overview of: 1) technological devices used in determining prayer times; 2) the use of technology for determining prayer times in the learning process of astronomy; 3) the development of techniques for determining prayer times in the sphere of astronomy. The study was conducted using a qualitative approach, where data was collected through a process of observation, interviews, and reading documents. Data analysis was performed by reducing data, presenting data, and drawing conclusions. The results showed that: 1) The technology for determining the prayer time has experienced rapid development, from the manual to digital way. GPS technology or Global Positioning System has been developed in the android application. 2) presenting the technology for determining prayer times in learning is very easy, especially because the average student has a smart phone, which can be used to upload andoid applications. 3) Academically, the development of techniques for determining prayer times continues to be carried out by conducting experiments in unusual natural conditions. In addition, it is encouraging the establishment of astronomical laboratories in Islamic Higher Education
Keywords
Technology; Learning; Astronomy
Topic
New Technologies in Education
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