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Abstract Topic: Vocational Engineering and Technology

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Adaptive Learning System in Open Educational Resource Digital Sharing Community as a Media for Learning Autonomous Students
Hakkun Elmunsyah (a*), Wahyu Nur Hidayat (a), Syaad Patmanthara (a), Felix Andika Dwiyanto (a), Wahyu Mulyo Utomo (b), Kusumadyahdewi (c)

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Corresponding Author
Hakkun Elmunsyah

Institutions
(a) State University of Malang, Malang, Indonesia
(*) hakkun[at]um.ac.id
(b) Universiti Tun Hussein Onn Malaysia, Malaysia
(c) State Islamic University of Maulana Malik Ibrahim Malang, Malang, Indonesia

Abstract
In the disruptive era, online learning models began to be widely developed. Malang State University as one of the state universities in Indonesia is developing and implementing a new curriculum with the theme of Life-Based Learning (LBL) as a form of adaptation in facing the Industrial 4.0 era. Through LBL, college graduates are expected to not only master competencies, but be able to develop their abilities to be able to face the needs and developments of the industrial revolution era 4.0. This study aims to develop an LMS-based transdisciplinary learning portal supported by internet and mobile technology. The product developed is reinforced with additional features in the form of Adaptive Learning System (ALS) in the digital sharing community (DSC) learning portal which is expected to be able to improve student capabilities. The development procedure model used in this study is to use the 4D model suggested by Thiagarajan and its requirements such as design analysis, validation and determination of research subjects. The steps in this model are the four stages of development, namely define, design, develop, and disseminate. Based on the overall analysis of the results of data collection it can be concluded that the results of the product feasibility trial, obtain very decent results. The details of the feasibility results were obtained from media experts 97.68%, material experts 96, 45.%, small groups with 30 user users obtained 90.85% and large groups 94.25% ,. Based on these results it can be concluded that the ALS products on DSC for learning can be categorized as very appropriate to be used for the learning process, because the results obtained are above 85%.

Keywords
Online Course; LMS; ALS; DSC; 4D

Topic
Vocational Engineering and Technology

Link: https://ifory.id/abstract/MhAmNC9JDVKP


Development of Android-Based Mobile Learning Applications on Material Arithmetic and Logic Operations for Basic Programming Subjects
Wahyu Nur Hidayat, Miftahul Lubab, Mohamad Ifan Setiyawan, Tri Atmadji Sutikno, Rahajeng Kartika Sari

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Corresponding Author
wahyu nur hidayat

Institutions
Department of Electrical Engineering, Universitas Negeri Malang, Malang, Indonesia
Department of Network ENgineering, SMKN 10 Malang, Malang, Indonesia

Abstract
This study aims to develop an android-based mobile learning application on the basic programming subjects of class X. The method used is the ADDIE development method which includes stages (1) Analysis (Analysis), (2) Design (design or design), (3) Development (Development), (4) Implementation, (5) Evaluations. The results of this study are android-based learning applications on arithmetic and logic operations materials that apply the concept of challenges where the material being studied is divided into several levels which require students to complete the material at a certain level in order to be able to learn the material at the next level. The research instrument was in the form of a questionnaire consisting of three research variables namely material aspects, media aspects, and application functionality. The results of the application product feasibility on the material suitability aspects are 83%, the media conformity aspects are 82%, and the product functionality aspects of is 85%. Based on the results of the product development test, it can be concluded that this research product can be declared feasible to be used as a learning media in the learning process.

Keywords
mobile learning, basic programming, learning media

Topic
Vocational Engineering and Technology

Link: https://ifory.id/abstract/8jMdCe6LyKYJ


Development of Camlearn as Mobile Learning Media for Photography Equipment Course
Wahyu Nur Hidayat (a*), Andisa Talenta Oktaviani (a), Asih Setiani (a), Argavinda Sugestuwandeli (a), Tri Atmadji Sutikno (a)

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Corresponding Author
Andisa Talenta Oktaviani

Institutions
a) Department of Electrical Engineering, Universitas Negeri Malang, Jalan Semarang No 5, Malang 65245, Indonesia
*wahyu.nur.ft[at]um.ac.id

Abstract
Limited learning facilities in vocational high schools is one of the problems in vocational education. Not every schools with multimedia departement have enough standard cameras. The solution and also the goal of this research is to discuss the development of Camlearn as mobile learning media that can be used in the multimedia departement. Camlearn is an android-based mobile application that discusses the types of cameras and photography equipment. This research applies the steps of ADDIE research method including Analyze, Design, Development, Implementation, and Evaluation. Analysis, design and development activities are based on material requirements analysis that has been carried out using a questionnaire and interview methods for students, teachers and vice-principals of curriculum with a Likert Scale consisting of three research variables namely material aspects, media aspects, and application functionality. The results of the application product feasibility on the material suitability aspects are 80%, the media conformity aspects are 82%, and the product functionality aspects are 82%. Based on the results of the product development testing, it can be concluded that this research product has met the minimum eligibility test so that it can be declared feasible to be used as a learning media in the learning process.

Keywords
Mobile Learning Media; Android; Multimedia; Camera; Photography

Topic
Vocational Engineering and Technology

Link: https://ifory.id/abstract/TdxCEubHBcQj


Development of Virtual Learning Community Through My Buddy School System
Wahyu Nur Hidayat, Nurul Ulfatin, Amat Mukhadis, Rokhimatul Wakhidah

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Corresponding Author
wahyu nur hidayat

Institutions
Department of Electrical Engineering, Universitas Negeri Malang, Malang, Indonesia
Department of Education Management, Universitas Negeri Malang, Malang, Indonesia
Department of Mechanical Engineering, Universitas Negeri Malang, Malang, Indonesia
Department of Informatics Engineering, Politeknik Negeri Malang, Malang, Indonesia

Abstract
Indonesia is a country with high biodiversity and social community. Differences in learning and student competencies in villages and cities also become a separate problem. With the natural and social conditions of each, students in rural and urban areas have different abilities, hence the need for peer learning to share knowledge. One of the solution to bridge this problem is by developing information systems that can be used by students in villages and cities. Through peer learning, it is expected to improve students knowledge and skills because the learning design is more natural. In this paper, my buddy school system is designed and developed to support self-regulated learning and peer learning course. We applied explicit evaluation using some questionnaires and interview of 20 students that have already used the developed system. Result shows that user experience score and student-s respond from interview session indicate that the system is good; therefore, an improvement is needed. For the future works, we proposed user-centered design method to gain greater score of user experience.

Keywords
my buddy school system, peer learning, online course, LMS

Topic
Vocational Engineering and Technology

Link: https://ifory.id/abstract/qdmaRkyrvBuX


Digital Literacy Skills To Support The Implementation Of Web-Based Monitoring And Evaluation Industrial Practice
Wahyu Nur Hidayat, Tri Atmadji Sutikno, Rahajeng Kartika Sari

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Corresponding Author
wahyu nur hidayat

Institutions
Department of Electrical Engineering, Universitas Negeri Malang, Malang, Indonesia
Department of Electrical Engineering, Universitas Negeri Malang, Malang, Indonesia
Department of Computer and Networking, SMKN 10 Malang, Malang, Indonesia

Abstract
The vocational education system is required to produce learning outcomes that are in line with the needs of the workforce. One form of effective vocational education learning to equip human resources with the competencies is industrial practices. One way to improve the effectiveness and efficiency of industrial practices is to utilize information and communication technology in these activities. Therefore, the basis of digital literacy skills must be owned by students. This study aims to map students digital literacy skills as an initial guarantee of the implementation of web-based monitoring and evaluation industrial practice can run well. The research method is descriptive analysis with 604 respondents. The results of this study shows that the level of information literacy, media literacy and technology literacy students are in good category with the average value of 75.00 percent, 73.25 percent, and 79.75 percent. Based on these results it can be concluded that IT students have good literacy skills and can be improved through online and web-based learning for monitoring and evaluation of industrial practice.

Keywords
digital literacy, monitoring, evaluation, industrial practice

Topic
Vocational Engineering and Technology

Link: https://ifory.id/abstract/XdB4CkZngv9x


Gamification Based Mobile Application as Learning Media Innovation for Basic Programming Lessons
Wahyu Nur Hidayat (*a), Annisa Fitranti (a), Azmi Fachriza Firdaus (a), Chrismon Dwi Indah Kartikasari (a), Tri Atmadji Sutikno (a)

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Corresponding Author
Annisa Fitranti

Institutions
a) Department of Electrical Engineering, Universitas Negeri Malang, Jalan Semarang No 5, Malang 65145, Indonesia
*wahyu.nur.ft[at]um.ac.id

Abstract
Basic Programming is a productive subject in the study of ICT Vocational High School programs that require students to develop information systems in accordance with the times. Lack of applicative material in basic programming subjects is a problem that is often encountered so that the level of critical thinking of students is less than optimal. In addition, the level of student interest in these subjects is less than optimal because of the monotonous implementation of learning. The solutions offered through this study aim to produce gamification-based mobile applications as innovative and communicative learning media. The development method used is the ADDIE model (Analyze, Design, Development, Implementation, and Evaluation). The result shows the total usability level is in 81.75%. Material validation shows the results in 95.83% and validation from media experts is 97.12%. Test results on the small group trial subjects shows 91% valid and the large group 93% valid. Based on the results of product usability testing and field trials, it can be concluded that the product is suitable for use as a medium in the learning process. Concept of gamification in this media also increases the attractiveness and motivation of users in order to obtain maximum testing results.

Keywords
Development; Gamification; Basic programming; Mobile application;

Topic
Vocational Engineering and Technology

Link: https://ifory.id/abstract/8VtF36hRdyMc


Measurement of Maturity Level of Information Technology Governance in SIPEJAR e-leaning services Universitas Negeri Malang Using COBIT 5
Eddy Sutadji, Wahyu Nur Hidayat, Syaad Patmanthara, Sulton, Nedal A.M. Jabari, Muchamad Irsyad

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Corresponding Author
wahyu nur hidayat

Institutions
Department of Mechanical Engineering, Universitas Negeri Malang, Malang, Indonesia
Department of Electrical Engineering, Universitas Negeri Malang, Malang, Indonesia
Department of Electrical Engineering, Universitas Negeri Malang, Malang, Indonesia
Department of Educational Technology, Universitas Negeri Malang, Malang, Indonesia
Department of Computer, Palestine Technical University, Palestine
Department of Electrical Engineering, Universitas Negeri Malang, Malang, Indonesia

Abstract
E-learning becomes one of the alternatives that bring together technological support with the current learning needs. Universitas Negeri Malang (UM) is one of the universities that have a concentration on the implementation and development of e-learning called SIPEJAR. The development of SIPEJAR should be balanced with evaluation or audit of the information system so that threats or losses can be avoided or prevented. This study aims to determine SIPEJAR performance from the governance of information technology in planning and organization on e-learning using COBIT 5 framework and provide recommendation governance improvement after knowing the gap between the current governance with the expected governance. Data collection techniques were conducted with interviews and questionnaires with SIPEJAR managers. Data analysis method using descriptive analysis. The result mentioned that deliver and support maturity level of information technology governance of SIPEJAR, which is at level 2 which means that managers have realized the need of IT development and formation of more professional organization. The gap analysis between expected conditions and current conditions averages are 3. Recommendations that can be given to the development of e-learning UM is to form organizations and sharpen the vision and mission of system development better.

Keywords
e-learning, evaluation, technology governance, cobit 5

Topic
Vocational Engineering and Technology

Link: https://ifory.id/abstract/BWLrfunNGe3T


Measuring User Experience on Personalized Online Training System To Support Online Learning
Hakkun Elmunsyah, Wahyu Nur Hidayat, Saida Ulfa, Ence Surakhman, Rokhimatul Wakhidah

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Corresponding Author
wahyu nur hidayat

Institutions
Department of Electrical Engineering, Universitas Negeri Malang, Malang, Indonesia
Department of Electrical Engineering, Universitas Negeri Malang, Malang, Indonesia
Department of Education Technology, Universitas Negeri Malang, Malang, Indonesia
Department of Education Technology, Universitas Negeri Malang, Malang, Indonesia
Department of Informatics Engineering Politeknik Negeri Malang, Malang, Indonesia

Abstract
There is a paradigm shift in curriculum development and learning in 21st century universities. The curriculum is no longer organized in a separate but integrated manner or commonly referred to as transdiciplinary. There are several transdisciplinary learning strategies that need to be considered to be studied and developed as learning innovations. One strategy initiated through this paper is the Personlized Online Training System (POTS). POTS provides opportunities for students to search, process, analyze, interpret, and communicate data and information obtained on POTS media. The floating method used is 4D with four stages of development, namely define, design, develop, and disseminate. The research instrument used was a questionnaire with a Likert scale using the UEQ framework and conducted interviews with 22 system users. Result shows that user experience score, usability score, learning design validation score, and students response from the interview session indicate that the system is good; therefore, an improvement is needed.

Keywords
personalized learning, e-learning, peer learning, online course

Topic
Vocational Engineering and Technology

Link: https://ifory.id/abstract/9EPATpwdChfM


Measuring User Experience on SIPEJAR as E-learning of Universitas Negeri Malang
Eddy Sutadji, Wahyu Nur Hidayat, Syaad Patmanthara, Sulton, Nedal A.M. Jabari, Muchamad Irsyad

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Corresponding Author
wahyu nur hidayat

Institutions
Department of Mechanical Engineering, Universitas Negeri Malang, Malang, Indonesia
Department of Electrical Engineering, Universitas Negeri Malang, Malang, Indonesia
Department of Electrical Engineering, Universitas Negeri Malang, Malang, Indonesia
Department of Educational Technology, Universitas Negeri Malang, Malang, Indonesia
Department of Computer, Palestine Technical University, Palestine
Department of Electrical Engineering, Universitas Negeri Malang, Malang, Indonesia

Abstract
E-learning has become the choice of several educational institutions to improve the quality of learning and educational affordability. Malang State University (UM) as one of the tertiary educational institutions also has e-learning infrastructure with its main system called SIPEJAR. Every UM lecturer is required to use SIPEJAR in synchronous and asynchronous learning, but until now the use of SIPEJAR has not been too massive. Therefore the purpose of this paper is to measure learning effectiveness and user experience by implicit evaluation. However, it cannot reveal what "user feels" through interaction with the system neither record user feedback. The research instrument used was a questionnaire with a Likert scale using the User Experience Question framework and conducted interviews with 48 system users. Result shows that user experience score, usability score, learning design validation score, and students response from the interview session indicate that the system is not good; therefore, an improvement is needed. For the future works, we proposed an evaluation of SIPEJARs governance and critical success factors to determine the carrying capacity of implementation and the factors that support the successful implementation of SIPEJAR.

Keywords
User Experience, SIPEJAR, e-learning, Universitas Negeri Malang

Topic
Vocational Engineering and Technology

Link: https://ifory.id/abstract/uVGZaCbQnW6J


Patterned Light Stick Using Time Warping
Windasari Dwiastuti*, Achmad Basuki, Muhammad Agus Zainuddin

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Corresponding Author
Windasari Dwiastuti

Institutions
Politeknik Elektronika Negeri Surabaya
Kampus ITS, Jl. Raya ITS, Keputih, Kec. Sukolilo, Kota SBY, Jawa Timur 60111
*dwiastutiwindasari[at]mb.student.pens.ac.id

Abstract
The growing development of Creative Industries for this time cause the competitiveness between fields in the world of Creative Industries has also increased. In the area of photography, many types of photography can be developed and have an excellent opportunity to grow the potential of the industry in Indonesia, such as Light Art Photography. In the process of using Light Stick for Light Art Photography, it also requires patience and skill in making these light patterns. Therefore a light stick tool was created using time warping, which will form innovative patterns in Light Art Photography. This lightstick uses electronic components such as a microcontroller and other supporting components. A microcontroller uses time warping to set the time for LED Strips on/off to form light patterns. Thus, It makes Light Art Photography easily and faster. This lightstick can issue various light patterns with long exposure technique that most influences in this study are Aperture and Shutterspeed. The best Long Exposure technique setting without a model is the Aperture value of f/22, the average Shutterspeed is 5s, and the ISO-100 value. While the best Long Exposure technique settings with a model are Aperture f/22 value, the Shutterspeed 8s value, and the ISO-360 value.

Keywords
lightstick; Light Art Photography; time warping; long exposure; light pattern

Topic
Vocational Engineering and Technology

Link: https://ifory.id/abstract/yqZYDU6XrwjQ


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