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The 4th Annual Applied Science and Engineering Conference (AASEC 2019)

Event starts on 2019.04.24 for 1 days in Bali

http://aasec.conference.upi.edu/2019 | https://ifory.id/conf-abstract/ErjKPfHMk

Page 10 (data 271 to 300 of 1038) | Displayed ini 30 data/page

DEVELOPING BRAIN COMPATIBLE WEB-BASED INSTRUCTIONAL DESIGN
Lutfi Asyari, Ejen Jenal Mutaqin, Neni Nadiroti Muslihah, Eko Surya Ningrat, Widdy Sukma Nugraha

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Corresponding Author
LUTFI ASYARI

Institutions
Program Studi PGSD FPISBS IPI Garut

Abstract
This research was enthused by the use of ICT in Instructional Design. It goes without saying that the use of ICT requires optimal conformation between the ICT features and how Brain Compatible principle processes the information. This study offers a web-based adaptive instructional design model to accommodate personalized ideas in learning. This research and development study was carried out through four stages: synthesizing the conceptual framework of instructional design, analyzing the design and developing initial instructional design application prototype, evaluating the prototype, and revising the BCOOL web-based learning model prototype.This study concludes that the integration of brain compatible learning principles into a BCOOL web-based learning design produced a technology-assisted instructional design model that improve the effectiveness of independent learning. In addition it can be deduced that BCOOL web-based learning model can be used not only for information delivery purposes but also as a cognitive tool for learners.

Keywords
Web-based instructional design, brain compatible learning principle

Topic
Computer and Communication Engineering

Link: https://ifory.id/abstract/BmaXTD3bGpwx


Developing laboratory tool for pre-service chemistry teacher: Low-cost spectrophotometers project
Ari Syahidul Shidiq, Anna Permanasari and Hernani

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Corresponding Author
ARI SYAHIDUL SHIDIQ

Institutions
1Departemen Pendidikan IPA, Sekolah Pascasarjana, Universitas Pendidikan Indonesia, Jl. Dr. Setiabudi no 229, 40154, Bandung, Indonesia

Abstract
Spectroscopy is part of modern chemistry, which allows chemists to study the structure and properties of atoms and molecules. Unfortunately, many pre-service chemistry teachers are not usually introduced to the basic principles behind this technique. The study aims to develop simple and low-cost spectrophotometers. Project-based learning was used in this study. The experiments fit well into an analytical chemistry course and take a standard (1 h) lab period. Low-cost spectrophotometers made by pre-service chemistry teacher have a fairly good sensitivity compared to modern spectrophotometers. Pre-service chemistry teachers have better knowledge about the spectroscopy, and the basic principles of the instrument after developing Low-cost spectrophotometers. In addition, the project activities also enhance the creative thinking skills of the pre-service chemistry teacher

Keywords
Laboratory tool, Spectroscopy, spectrophotometers

Topic
Chemistry

Link: https://ifory.id/abstract/L9V3UBFKv8xX


Developing Restaurant Information System to Support Decision Making
B Kurniawan, M F Zulfikar and T Valentina*

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Corresponding Author
Bobi Kurniawan

Institutions
Universitas Komputer Indonesia

Abstract
Information System has great impact in improving a bussiness. The purpose of this research are to discuss how far the Restaurant Information System can developed, what is needed to improve the system, and how effective the system after implemented in the Restaurant. Discriptive method are used in this research, to describe how Developing Restaurant Infromation System can affect Decision Making. Author have developed and implemented a Restaurant Information System to manage and observe income and expenditure, so the stakeholder can make right decissions in the future. The result of this research is analyze data and make the data become useful information with information systems, So the company is ready to face Industry 4.0.

Keywords
Restaurant, Information System, and Decision

Topic
Computer Science

Link: https://ifory.id/abstract/QngGxMzX9L4d


DEVELOPING SMARTPHONE BASED LABORATORY MANUAL AS A LEARNING MEDIA
Ade Suryanda (a), Nurmasari Sartono (a), Halimatus Sadiyah (a)

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Corresponding Author
Halimatus Sadiyah

Institutions
(a) Biology Education Department, State University of Jakarta, Jalan Rawamangun muka, Jakarta 13220, Indonesia.
*adesuryanda[at]yahoo.com

Abstract
The development of learning media is inseparable from the rapid development of technology. The purpose of this study was to develop a learning media for biology practicum guides in the form of smartphone applications. This research was conducted using the ADDIE model (Analysis, design, development, implementation, and evaluation). The media feasibility test obtained an assessment of 90.28%, material experts 87.75%, biology teachers 91.37% and 88.46% students with very good interpretations. The increase in psychomotor ability test obtained a gain value of 0.49, which means there is an increase in psychomotor abilities of students with a moderate category. The conclusion obtained is that the application of the biology practicum guide has been successfully developed and is suitable for use in learning.

Keywords
smartphone, laboratory manual, learning media.

Topic
Biology

Link: https://ifory.id/abstract/6d7fXRNG8ZHD


Development Life Skills “Bina Diri” Learning Model Through Games For Intellectual Disability Students in Special School
Zulham

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Corresponding Author
ZULHAM ZULHAM

Institutions
Faculty of Sport Science, Universitas Negeri Jakarta (UNJ)
Email: zulham_por15s3[at]mahasiswa.unj.ac.id

Abstract
The aim of this research is developing learning model of life skills “Bina Diri” through games (play activities) for intellectual disability students in special school. Intellectual disability (mental retardation), is characterized by below-average intelligence or mental ability and a lack of skills necessary for day-to-day living. Students with intellectual disabilities can and do learn new skills, but they learn them more slowly. Thats why learning model of this research is trying to develop some of abilities that they need to deal well and effectively with the challenges of life, especially to self-development (self-care) in daily activities like drink, eat or communicate to others through games (play activities). This research refers to research and development (R & D) Borg and Gall model with the design of the pre-test and pos-test control group design by 10 stages: 1) Research and information collecting, 2) Planning, 3) Develop preminary form of product, 4) Preliminary field testing, 5) Main product revision, 6) Main field testing, 7) Operational product revision, 8) Operational field testing, 9) Final product revision, and 10) Dissemination and implementation. The preliminary study of this life skills “Bina Diri” learning model recommended that play activities (games) can be applied as model to self-development for intellectual disability students in special school.

Keywords
Life Skills, Learning Model, Intellectual Disability, Self-Development, Play Activities.

Topic
Sport Science and Technology

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


Development of a 500-1000 Watt Pico hydro Hybrid Solar Power Plant Prototype
I W Ratnata, Sumarto, Wasimudin Surya Saputra

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Corresponding Author
I Wayan Ratnata

Institutions
Department of Electrical Engineering Education,
Faculty of Technology and Vocational Education,
Indonesia University of Education (UPI).

Abstract
In this study a prototype of a Hybrid Power Plant (PLTH) will be built that integrates the Pico-hydro Power Plant (PLTPH) and the Solar Power Plant (PLTS). The prototype of the PLTH to be built has a capacity of 500-1000 watts. From the making of the prototype-1 it was discovered that the PLTPH produced a maximum power of 86 W (from a capacity of 100 W) and the PLTS produced a maximum power of 30 W during bright weather and 23 W when the weather was dim (from a capacity of 100 W). The results of testing on prototype-2, it is known that PLTPH with a capacity of 600 W produces maximum power of 257.48 W and PLTS with 3 x 200 Wp (watt-peak) solar panels producing maximum power of 176.4 watts. After some adjustments, the electrical energy from these two sources is then stored in the battery. Electrical energy from PLTS is stored on the battery after going through the MPPT Solar Charge Controller; while the electrical energy from the PLTPH is stored on the battery after the electricity voltage is lowered and rectified with the rectifier. From the results of observations and measurements during testing, these two sources of electrical energy can charge the battery normally. Electrical energy from batteries that are direct current electricity is then converted into electrical energy alternating current of the power frequency to be supplied to the load, especially the electric load of alternating current.

Keywords
Green Energy, Hybrid Power Plant

Topic
Electrical Engineering

Link: https://ifory.id/abstract/cLM4e7zvJZ68


DEVELOPMENT OF ACCOUNTING LEARNING MODULE USING SAINTIFIC APPROACH THROUGH INTERACTIVE VIDEO
Lilik Sri Hariani (1), Rusno (2)

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Corresponding Author
Lilik Sri Hariani

Institutions
Economic Education Study Program, Universitas Kanjuruhan Malang

Abstract
This is a research development of accounting learning modules on financial reporting material using a scientific approach through interactive videos. The purpose of this study is to produce an accounting learning module that can be used to support learning activities. The procedure of development research applied in this study uses steps: (1) potential and problems; (2) data collection; (3) product design; (4) design validation; (5) design revisions; (6) product testing; (7) product revisions; and (8) testing the use of learning modules. The subjects of this study were 35 students of Kanjuruhan University management students. Data collection techniques used in this study were observation, interviews, and questionnaires. The results of the feasibility obtained for the validation of the learning module are included in very valid criteria or can be used to support accounting learning activities. The results of the effectiveness of the learning modules obtained through competency tests are obtained from the average value of students included in the good category

Keywords
module development, scientific, interactive video

Topic
Computer Science

Link: https://ifory.id/abstract/Yx2kPb8cMJvg


DEVELOPMENT OF ANDROID-BASED MEDIA ON THE POINTS OF GLASS AND LENS
winda setya (a*), Rizki Zakwandi (a)

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Corresponding Author
winda setya

Institutions
a) Department of Physic Education, Faculty Tarbiyah and Teacher Training, UIN Sunan Gunung Djati Bandung
Jl. Soekarno-Hatta no. 750, Gedebage, Bandung
*suratwindasetya[at]uinsgd.ac.id

Abstract
Android gives a great revolution to the world of education to develop learning applications that facilitate its use to study anywhere and anytime. This study aims to make Android-based media using app-inventor on glass and lens material. The development of this media uses R & D (research and development) research and development methods which consist of 4 stages, namely the analysis phase, design stage, production stage, and evaluation stage. The results of using Android-based media have an average value of questionnaires from material experts, media experts, and small-scale trials categorized very well close to 50%. Based on these results it can be stated that the lens and glass media based on Android can be used as a medium of learning in the classroom. The development of this Android-Based Physics Application is expected to be an alternative for educational institutions or educators to develop learning media that use multimedia.

Keywords
Android, Media, Glass, Lens, Physic

Topic
Physics

Link: https://ifory.id/abstract/HYDaKEVPC4Tq


Development Of Biography Information System Based On Semantic Web Using Biography Ontology
Bambang Prasetya Adhi (1*), Widodo(2)

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Corresponding Author
Bambang Prasetya Adhi

Institutions
(1,2) Department of Informatics Education Faculty of Engineering Universitas Negeri Jakarta
*bambangpadhi[at]unj.ac.id

Abstract
The development of the research world is increasingly rapidly proven by the integration of supporting technologies, including applications for referral processes, data processing, online journals, journal indexers, and many other applications. Some of these applications certainly apply web technologies including semantic web. To find out which areas of interest and research are being or have been worked on, a biography is often made to provide explanations relating to the research area, the lecturers personal research, awards and several other things. But unfortunately the information displayed is only informative, so the data cannot be reprocessed or has more meaning and has interrelationships with one another. The results of the study were in the form of a short biography in the form of a knowledge biography using biography ontology designed and implemented into the information system. This biography information system will provide interrelated information based on both academic and personal data. The information displayed later can also be downloaded, taken on other systems using certain data formats, both for institutions, ministries and other purposes.

Keywords
Semantic Web; Knowledge Biography; Biography Ontology; Biography Information System

Topic
Computer Science

Link: https://ifory.id/abstract/nUxgd6u9DWjR


DEVELOPMENT OF CAMERA ANGLE ANIMATION MEDIA AS LEARNING TOOL
Setya Chendra Wibawa, Veny Kusuma Dewi, Andi Kristanto, Dedy Rahman Prehanto, Aries Dwi Indriyanti

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Corresponding Author
Setya Chendra Wibawa

Institutions
Universitas Negeri Surabaya

Abstract
This study aims to develop an animated media camera angle based on the functions of the interior and exterior of a flash-based camera. This study used a 4D model by Thiagarajan. The trial design used was Quasi-Experimental Design Nonequivalent Control Group Design. The data of this study were obtained from 5 Multimedia validators and students consisting of two samples, namely the experimental class 36 students and the control class 36 students. Validation results show that the developed media gets a percentage of 87.5%, the results are included in the very valid category. While student learning outcomes were obtained from posttest and psychomotor which showed the average experimental class was higher than the control class. The average posttest of the experimental class was 81.81 and the control class was 71.46. While the psychomotor average of the experimental class 91.75 and the control class 87.31. Finally, it can be concluded that this learning media can be submitted as a media reference for students to learn about the cameras functions and camera composition

Keywords
Learning Media, Exterior Interior Camera Animation

Topic
Computer and Communication Engineering

Link: https://ifory.id/abstract/xJvNAWL74DFh


Development of Chemistry Students 21st Century Skills through Science, Technology, Engineering, Art, and Mathematics (STEAM) Project of Electrolyte Non-Electrolyte Solutions
Yuli Rahmawati, Mega Ayu Agustin, Achmad Ridwan, Erdawati, Darsef Darwis (a),R Rafiuddin (b)

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Corresponding Author
Yuli Rahmawati

Institutions
a. Universitas Negeri Jakarta
Jl Rawamangun Muka, Jakarta Timur
*yrahmawati[at]unj.ac.id

b. Universitas Halu Oleo
Jalan Kampus Bumi Tridharma, Andunohu, Kambu, Kendari, Sulawesi Tenggara

Abstract
The paper portrays the integration of Science, Technology, Art, Engineering, and Mathematics (STEAM) project in chemistry learning of electrolyte non-electrolyte solutions for developing 21st-century skills. The participant of the thirty-two of year-10 students has engaged in the study. The research employed qualitative research with multiple data collection of semi-structured interviews, classroom observations, reflective journals, and documentation were guided by the 21st-century skills rubric. In addition to the project has been assessed with the criteria of project development, STEAM integration, and product quality. Students designed an innovation project with the integration of STEAM in developing the building miniature by using the nature electrolyte solution sources, such as lemon, lime, apples, and salt water. Students created posters and video projects and presented in the project exhibition. Students are able to integrate their knowledge from various fields to solve problems and create new innovations. The students have developed the 21st-century skills of collaboration, communication, critical thinking, creativity and innovation besides using the technology as a tool for learning. The engaging learning environment has encouraged students to develop their skills and chemistry conceptual understanding.

Keywords
chemistry learning, STEAM, 21st-century skills, electrolyte non-electrolyte solutions

Topic
Chemistry

Link: https://ifory.id/abstract/rEgT7LYpwKuB


Development of Communication Competence for Civil Engineering Students
Rosmawita Saleh (a), Irika Widiasanti (a*), Herry Hermawan (b)

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Corresponding Author
Irika Widiasanti

Institutions
(a) Faculty of Engineering, Universitas Negeri Jakarta
Jalan Rawamangun Muka, Jakarta 13220, Indonesia
*irika[at]unj.ac.id
(b) Faculty of Communication. Universitas Prof. Dr. Moestopo (Beragama)
Jalan Hang Lekir I 8, RT.1/RW.3, Gelora, Tanah Abang, Kota Jakarta Pusat, Daerah Khusus Ibukota Jakarta 10270

Abstract
This study is specifically aimed at: (i) assessing the communication competencies of engineering students; (ii) identifying important communication skills needed for engineering students; and (iii) ensuring the types of effective teaching and learning activities to develop communication skills of engineering students. The implementation of the study refers to this quantitative-descriptive approach presenting a survey which includes the main activities, namely the study of literature, primary data collection and data analysis, formulation of conclusions and recommendations. Analysis is carried out based on information obtained from respondents. Furthermore, data processing is done by using descriptive methods that provide data presentation simply and easily understood by the reader by describing or giving information about a data or situation or phenomenon. The survey findings indicate the adequacy of communication training from a curriculum that integrates communication in various core civil engineering courses. The results of the study also showed that team work and oral presentations were the most important factors for civil engineering students and for their future career development. They also place the greatest emphasis on teaching and learning activities that aim to prepare them to take part in the industrial world later.

Keywords
Communication Competence, Civil Engineering Students

Topic
Civil Engineering

Link: https://ifory.id/abstract/KG7YJbywhQCZ


DEVELOPMENT OF COMPUTER MEDIA FOR LEARNING IN INDERA MATERIALS
Andi Kristanto, Setya Chendra Wibawa

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Corresponding Author
Andi Kristanto

Institutions
Universitas Negeri Surabaya

Abstract
The purpose of developing computer learning media is learning problem solving efforts, so that they can improve student learning outcomes. This study uses the ADDIE development model. The trial was carried out in several stages, namely the validation of material experts, media experts, and student trials. Methods of data collection using interviews, questionnaires, and tests. Based on the results of the material expert questionnaire calculation is 90%, the results of the calculation of the media expert questionnaire are 92%. The results of individual trials scored 94.4%, the results of small group trials scored 95%, and the results of large group trials scored 97.5%. Based on the criteria for the media that are developed suitable for use in learning. Data obtained from the t test from the pretest and post test are = 5,730> = 2,039, it can be concluded that computer learning media is effectively used in learning

Keywords
development; media; computer learning

Topic
Computer and Communication Engineering

Link: https://ifory.id/abstract/t47bnTfz3M6B


Development of Digital Media for Wushu Training
Suyitno Muslim

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Corresponding Author
Suyitno Muslim

Institutions
Universitas Negeri Jakarts

Abstract
Abstract. This study aims to develop digital media that are effective in improving wushu training. Digital media are tested with one to one evaluations, small group evaluations, and field trials. The results of interviews with instructors, and training participants show a positive response that in improving digital media skills are needed as a guide to the exercise e-module. In this study, at the evaluation stage 3 instruments were used to collect data. Pretests are designed to identify the trainees initial abilities, questionnaires with instructors, media experts and instructional design experts, to validate the content of digital media, and posttest to see the effectiveness of the media in improving learning. The results of the large group evaluation and field tests involving 30 training participants suggested that the media was very effective. as instructional for wushu training. The results of this study indicate that digital media is very effective and efficient as a guide for wushu training in improving skills.

Keywords
Development Instructional Media, Digital Media, e-Module, Wushu Training.

Topic
Computer and Communication Engineering

Link: https://ifory.id/abstract/6avAhmCTpPx2


Development of E book on Momentum and Impulse Material Based on Discovery Learning to Improve Student Science Literacy
Novi Anggreani (a*), Vina serevina (b), Bambang Heru Iswanto (b)

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Corresponding Author
Novi Anggreani

Institutions
(a) Program of Pascasarjana Physic, FMIPA, Universitas Negeri Jakarta, Indonesia
(b) Department of Physic, FMIPA, Universitas Negeri Jakarta, Indonesia
(*) novianggreani120[at]yahoo.com

Abstract
The standard teaching process in the context of education is not only about how the learning process take place. But it also relates to appropriate and adequate learning resources. The appropriate and adequate learning resources are important factors in the learning process in order to create a productive learning environment. This productive learning environment is the process of creating a learning climate based on environmental regulation, the provision of tools and learning resources that contain learning objectives, materials, methodologies and assessment of learning that enable students to feel comfortable and enjoy learning effectively and optimally according to their needs and technological developments, then adjusted to their interests and potential. This study aims to design and implement an educational process with the help of appropriate learning resources. Thus it will creating a meaningful educational process by discovering for the knowledge of mastery of physical concepts that can support life in understanding daily phenomena with scientific knowledge and science in momentum material and impulses using the development research of borg gall. Thus students can grow and improve scientific literacy.

Keywords
e book development, Momentum and Impulse, Student Science Literacy

Topic
Physics

Link: https://ifory.id/abstract/q2aZKRL9BNVE


DEVELOPMENT OF EVALUATION RESULTS INFORMATION SYSTEM LEARN BASED ON WEBSITE
Yuliatri Sastrawijaya ,Prasetyo Wibowo Y and Korina Jami-s

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Corresponding Author
Yuliatri Sastrawijaya

Institutions
Universitas Negeri Jakarta

Abstract
Evaluation of learning outcames is an evaluation conducte to see how well an assessment can measure the succes of the learning process. SIP-Eval is a system development to help teachers in evaluating learning outcomes at school.SIP-Eval uses the concept of a decision support system and is developed with a SDLC model by designing using UML. SIP-Eval uses three tests that is assessment testing, usabillity testing and user accepted testing. Testing do to determine the quality of the items product by SIP-Eval and to know the usefulness of the SIPEval and to know SIP-Eval can function property. SIP-Eval involves server administration subject teachers and students as respondents testing from Vocational High School 7 Jakarta and Vocational High School 26 Jakarta. The test results conducted at Vocational High School 7 Jakarta and Vocational High School 26 Jakarta involving 3 Server Administration subject teachers and 27 class XI students of the Computer Network Engineering expertise program show that SIP-Eval has a good ability in assisting users in completing the evaluation of learning outcames process and can function very well for educators and students in the implementation evaluation of learning outcames in schools with 73.75% obtained in usability testing and 94.70% in UAT testing. So that SIPEval greatly facilitates teachers in the implementation evaluation of learning outcames process and is very efficient. SIP-Eval produces 40 items that are declared valid with the highest validity value of 0.91 and the lowest validity value of 0.86. Difficulty analysis states that 5 items are too difficult, 34 items are moderate and 1 item is too easy. Differentiating power analysis states that 2 items have a very good discriminating power, 19 items have good dissemination power, 7 items are good enough for their power, 3 items are not good for their power and 9 items are not very good at their power. Test equipment (assessment) used in the test subjects of server administration class XI even semester has a very high reliability scale with reliability test results obtained at 0.896.

Keywords
sipeval, evaluation, education, learning outcomes

Topic
Computer and Communication Engineering

Link: https://ifory.id/abstract/PvDfgNZC9tz8


Development of Formula Fitosom Fragrant Liophilized Powder of Pandan Leaf (Pandanus amaryllifolius Roxb.) With Variation of Phosphatidylcholine Concentration
S Hindun, A Najihudin, W Tauhiddah, R Handayani, N Rantika

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Corresponding Author
Siti Hindun

Institutions
Departement of Pharmacy, Universitas Garut, Jl. Raya Samarang No. 52A Garut, Indonesia

Abstract
Phytosome is one of the technologies use to increase bioavailability for Herbal Medicine in developing a new drug delivery system or commonly known as Novel Drug Delivery System (NDDS). a Phytosome is formed by mixing phytokonstituents and phosphatidylcholine in certain molar comparisons. This study aims to develop a phytosome formula of lyophilized powder steeping panda leaves (Pandanus amaryllifolius Roxb.) with a variation of phosphatidylcholine concentration which produces phytosomes with the highest absorption efficiency. Phytosome is formulated by making three variations of catechin comparison: phosphotidylcholine: cholesterol ranging from 1: 1: 0.2 (F1), 1: 2: 0.2 (F2), 1: 3: 0.2 (F3) using the reflux method. Based on the results of the highest percentage percent adsorption efficiency, F2 with the molar ratio of catechins: phosphotidylcholine: 1: 3: 0.2 cholesterol results in 100% adsorption efficiency. So that it is said that phosphatidylcholine has an effect on absorbing catechin compounds in lyophilized powder steeping fragrant panda leaves (Pandanus amaryllifolius Roxb.)

Keywords
Phytosome, panda leaves, phosphatidylcholine

Topic
Sport Science and Technology

Link: https://ifory.id/abstract/3xZ9JzvPM7hf


DEVELOPMENT OF INSTRUCTIONAL MEDIA BASED ON ANIMATION IN COMPUTER SYSTEMS LESSON GRADE XI MULTIMEDIA SMK
Yuliatri Sastrawijaya, Ivan Hanafi and Elnova Feralisa Wulan Sari

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Corresponding Author
Yuliatri Sastrawijaya

Institutions
Universitas Negeri Jakarta

Abstract
The goal of this research is for designing and making an instructional media based on animation which suitable for computer systems lesson with the theme is material structure and CPU functions as well as the characteristics of the instruction set. The target of research grade XI grade Multimedia SMK Sejahtera Jakarta. This reasearch uses R&D (Research &Development) methode and MDLC ((Multimedia Development Life Cycle) development style. Software that I used for this research is Adobe Flash CS6. The media that has been created then tested uses validated instrument. The instrument is given to material experts,media experts, and respondents. The results of validation from material expert are this instructional media based on animation is valid. The result of tested by media expert are this instructional media is worthy. And the result by respondents are overall got a very good criteria with percentage value is 94,33%. Instructional media based on animation which suitable for computer systems lesson with the theme is structure and function of CPU and characteristic of instruction set can categorized very well for used by students in gradeXI Multimedia SMK Sejahtera.

Keywords
Instructional Media, Computer Systems, Structure and Function of CPU, Characteristic and Instruction Set, Based on Animation

Topic
Computer and Communication Engineering

Link: https://ifory.id/abstract/qbmrgPTnKN32


Development of Learning Devices Model Problem Based Learning Assisted by Virtual Experiment to Increase Generic Science Skills
Baiq Ewik Jiniarti (a), Ahmad Harjono (b), Muh. Makhrus (b)

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Corresponding Author
BAIQ EWIK JINIARTI

Institutions
a)Magister Program of Science Education, University of Mataram, 62 Majapahit Street , Mataram, Indonesia
b)Departement of Physics, University of Mataram, 62 Majapahit Street, Mataram, Indonesia

Abstract
Type of research is research and development. This development research aims to produce physics learning device using qualified problem based learning assisted by virtual experiment has a valid, practical, and effective which to increase students generic science skills in subject of optical instruments. Learning device is guided teacher in learn process at class. In this study, the generic skills that discussed on the science field, called generic science skills. The development model had used four D model consisting of define, design, develop and dessiminate phases. Trial of product conducted in students of eleventh grade of the senior high school one east Praya. The method used was pre experiment with one group pretest posttest design. The instruments were validation sheet and observation sheet. The results of the define phase are obtained through curriculum, student analysis, task anlysis, procedural analyisis, concept and specifying instructional The results of the design phase is derived from the design of learning devices model problem based learning assisted with virtual experiment. The result of develop phase based on validation process which obtained data from validator assesments of the lesson plan, students worksheet, learning materials, and test of generic science skills with very valid category.

Keywords
problem based learning model; virtual experiment; generic science skills

Topic
Physics

Link: https://ifory.id/abstract/9N6EATkzdZuc


DEVELOPMENT OF METHODS FOR DETERMINING THEOPHYLLINE, SALBUTAMOL SULFATE AND GLYCERYLGUAIACOLATE IN A SIMULTANNEOUS MULTICOMPONENT SYRUP PREPARATION USING ULTRAVIOLET SPECTROPHOTOMETRY DERIVATIVE
Shendi Suryana,Novita Siti Nurjanah,Benny Permana,Riska Prasetiawati,Novriyanti Lubis

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Corresponding Author
Shendi Suryana

Institutions
Universitas Garut

Abstract
Theophylline, salbutamol sulfate and glycerylguaiacolate are active substances for treat asthma (dyspnoea). Combination theophylline, salbutamol sulfate and glycerylguaiacolate in drug preparation have to produce pharmacological effect, so the drug preparation needs the quality assurance of product. This study aims to determine theophylline, salbutamol sulfate and glycerylguaiacolate using ultraviolet spectrophotometry derivative. Research has been conducted in syrup was analyzed using zero crossing wavelength method. NaOH 0,1 N was selected as the solvent. Zero crossing wavelength of theophylline is 275 nm on the first derivative, salbutamol sulfate 262 nm on the second derivative and glycerylguaiacolate 243 nm on the second derivative. Results showed that the recovery of theophylline and glycerylguaiacolate are between 112,913%-118,353% and 116,129%-117,655%, respectively, while the relative standard deviation between 1,090%-1,903% for theophylline and 1,013%-1,922% for glycerylguaiacolate. Limit of detection of theophylline and glycerylguaiacolate are 1,626 ppm and 6,375 ppm, respectively while limit of quantification are 4,927 ppm and 19,319 ppm. So, it concluded that this method could be applied to determine theophylline and glycerylguaiacolate in syrup mixture.

Keywords
Theophylline, salbutamol sulfate, glycerylguaiacolate, ultraviolet spectrophotometry derivative, zero crossing.

Topic
Chemistry

Link: https://ifory.id/abstract/bt2wPWnkEL6R


Development of Mobile Game Base Learning on Buffer Solution to Improve Student Performance
Dr. Ucu Cahyana, M.Si, Dr. Maria Paristiowati, M.Si, Winda Eka Pratiwi, S.Pd, Putri Ayu Zahari, S.Pd

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Corresponding Author
Syifa Fauziyah

Institutions
UNIVERSITAS NEGERI JAKARTA

Abstract
This study aims to develop innovative learning media that is mobile. Learning and knowing the quality of media are produced and see the feasibility of media to be used in learning on buffer solutions. This research was conducted at SMAN 107 Jakarta and SMAN 42 Jakarta starting in January 2018 until May 2018. The research method used is Research and Development which includes four stages, namely: (1) needs analysis, (2) development of mobile learning media, (3) Feasibility and trial test. Media that generates an android-based smartphone (smartphone) application called ChemBuff is 167MB compatible on Android devices up to v.7.1 Nougat with features such as material, video and educational features about the solution buffer. Based on the feasibility test It can be concluded that the mobile learning media that has been developed is feasible and practical for use in learning material buffer solutions. The test solution is that there is a very significant difference between the pre-test and post-test results.

Keywords
Mobile Learning, Buffer Solution

Topic
Chemistry

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


Development of Mobile Learning on Acid and Base to Improve Student Performance
Dr. Ucu Cahyana, M.Si, Dr. Yusmaniar, M.Si, Putri Ayu Zahari, S.Pd

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Corresponding Author
Syifa Fauziyah

Institutions
UNIVERSITAS NEGERI JAKARTA

Abstract
The aim of this research is to (1) make a Mobile Media Learning on Acid and Base and to determine the quality of the media produced, (2) determine the feasibility of the media used in learning process. The subjects of this research were students of SMAN 54 Jakarta, SMAN 42 Jakarta, and 7 chemistry teachers. The research was conducted from January to May 2018. The method used in this research is Research and Development (R&D). The steps performed in this research are: (1) needs analysis, (2) developing mobile learning, (3) validation test of mobile learning media, (4) media testing by students and small scale of teachers, (5) media trials by students and teachers on a large scale. The results obtained from expert validation tests, small class trials, large class trials, and effectiveness of the media, it can be concluded that the mobile media learning developed in this research is good enough to use in the learning process. The n-gain value obtained from the effectiveness test is 0.76 which can be categorized as high effectiveness, based on the Paired t-test the Tcount value is 28.048. The paired t-test value is Tcount>Ttable (2.03), the value of significance obtained from the paired t-test is 0.000 which is less than the level of significance (α) = 0,05, therefore H0 is rejected so it can be concluded that there is a significant difference between pre-test score and post-test score. That difference means that there is improvement in students average score after using the mobile media learning.

Keywords
Mobile Learning, Acid and Bases

Topic
Chemistry

Link: https://ifory.id/abstract/Y4KcdgQWBVjx


Development of Multimedia Based Learning Media for Early Childhood Education
Asep Deddy Supriatna

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Corresponding Author
Asep Deddy Supriatna

Institutions
Department of Informatic Engineering, Sekolah Tinggi Teknologi Garut, Jl. Mayor Syamsu No. 1, Garut 44151, Indonesia

Abstract
The success of the use of learning media depends on several factors, such as cognitive processes and student motivation. Therefore there are several principles of the feasibility of learning media to produce effective learning media, and these principles include: the learning process becomes fun, the learning process becomes more interactive and available feedback. The use of multimedia based learning media provides opportunities for educators to develop learning techniques to increase the effectiveness of the learning process. Likewise, for students, the use of multimedia is expected to be easier to determine what and how students can absorb information quickly and efficiently. Based on the description above, in this study, the development of learning media for early childhood education based on multi-media will be carried out using a multi-media system development method. From the results of the menu structure and interface design that produced, there is relevance between the learning material and the goals to be achieved from the learning process. So it can be concluded that the use of multimedia as a learning media can improve the effectiveness of learning objectives.

Keywords
CHILHOOD EDUCATION;LEARNING MEDIA;MULTIMEDIA

Topic
Information Engineering

Link: https://ifory.id/abstract/EW9ZFrmUyJua


DEVELOPMENT OF ONLINE LEARNING DESIGN
D. Rahadian (a*), S.H. Bariyah (a), I. Nasrullah (a), Y. Purwanti (a), K. Imania(a)

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Corresponding Author
Dian Rahadian

Institutions
a) Institut Pendidikan Indonesia Garut, Jalan Pahlawan No.32 Sukagalih Tarogong Kidul, Garut 44151
*dianrahadian[at]institutpendidikan.ac.id
*dianrahadianpti[at]gmail.com

Abstract
This study aims to develop an online learning design to increase the active role of students in e-learning, based on the initial data obtained from the blended learning process in information technology introductory courses in the first semester of the 2018-2019 academic year at the Indonesian Education Institute. Active users in online classes for one semester are 94% with a variety of activities in it, starting from the role of students using teaching materials provided by lecturers, utilizing discussion forums to work on understanding questions or just discussions between lecturers and students, or students with other students. Research begins with conducting a needs analysis and design to define student needs in online learning based on learning outcomes in the course. The results of the analysis are in the form of design content that will be further designed according to the research and development method. The finished learning design is then validated by several experts, namely software development expert, and learning experts so as to produce a blended learning model. The results of the study show that online learning design needs are very high.

Keywords
Online Learning Design

Topic
Computer Science

Link: https://ifory.id/abstract/NLXFjHfVzZ8n


DEVELOPMENT OF PASSING LEARNING MODEL THROUGH DRILL BASED ON FIRST MIDDLE SCHOOL GAME IN BANDUNG CITY
Papat Yunisal; Firmansyah Dlis; Moch Asmawi; James AP Tangkudung

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Corresponding Author
Papat Yunisal

Institutions
S.3 Pendidikan Olahraga Program Pascasarjana Universitas Negeri Jakarta

Abstract
The purpose of this study was to create a learning model of basic football passing techniques for junior high schools in the city of Bandung. The research and development procedure used is the Borg and Gall model which consists of ten steps, namely: Research and information collection, Planning, Product early development, Field testing, Main product revision, Main field trial, Operational product revision, Operational field test, Product revision end, Dissemination and implementation. The learning model of the basic football passing technique that was developed was 20 passing models, of which 20 models could be used for soccer passing learning for junior high school students. The product of the basic passing soccer learning model is very effective and efficient to do for junior high school students in the city of Bandung.

Keywords
Development; learning model; passing; football.

Topic
Sport Science and Technology

Link: https://ifory.id/abstract/v3hPnDQrfxTJ


Development of Property Rental Insurance Model
Sudarwanto, Lukita Ambarwati, Ibnu Hadi

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Corresponding Author
Lukita Ambarwati

Institutions
Universitas Negeri Jakarta

Abstract
In this paper we developed insurance model on property rental business. We used Generalized Linear Models(GLM) to develop this model because the data on property rental matches to the characteristics of GLM. Analysis of the model is done by looking at the relationship between the distribution functions that are most widely used in the analysis of property rental data. The models for the relations of distribution functions are: Poisson-Gamma, Poisson-Inverse Gauss, Negative Binomial-Gamma and Negative Binomial-Inverse Gauss. The relationship between distributions is seen from the root-mean-squared error (RMSE) and absolute mean error (MAE). Simulation results show that the model formed in the case of random effects increases in standard deviation values also increases the variation value on the average estimator. This is in accordance with the condition that the addition of standard deviation means that there is an increase in the variance of the data.

Keywords
Property Rental Insurance, Generalized Linear Models

Topic
Mathematics

Link: https://ifory.id/abstract/Ttv23DGgm67z


Development of Sensor-Based Blind Swimming Aids
Fajar Vidya Hartono; James Tangkudung; Abdul Sukur

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Corresponding Author
Fajar Vidya Hartono

Institutions
Universitas Negeri Jakarta

Abstract
This research aims to make sensor-based blind swimming aids that can be used during swimming training. This research uses qualitative approach. The data collection as conducted through observation, questioner, interview, and documentation. The research and development procedure carried out were the Borg and Gall models which consisted of 10 steps namely: (1) research and information gathering, (2) planning, (3) develop the initial form of the product, (4) initial field test (5) main product revisions, (6) main product field test, (7) operational product revisions, (8) operational field test, (9) final product revision, (10) dissemination and implementation. Development of sensor-based blind swimming aids can be used to training of motion skill, safe and comfortable, and can improve training results. After carried out research can be concluded that: (1) sensor-based blind swimming aids development product can be used for training of motion skill for blind swimming athletes, (2) sensor-based blind swimming aids development product effectively improve the results of swimming skills training.

Keywords
sensor; swimming aids; blind

Topic
Sport Science and Technology

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


Development of Smart and Safe Bags for Children Based on Microcontroller
Ahmad Baihaqi, Wisnu Djatmiko and Muhammad Yusro

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Corresponding Author
Muhammad Yusro

Institutions
Faculty of Engineering, Universitas Negeri Jakarta

Abstract
This study aims to develop smart and safe bags that children use to go to school. This bag can provide information about the bag weight and the location of the user via text messages (SMS). The bag is designed using several main electronic devices, namely the Microcontroller (Arduino Mega 2560 Board), the Buck Adjustable IC LM2956 Module, the 5 Kg Load Cell Sensor, the Neo 6M-V2 GPS Module and the 800L SIM Module. From the test results, this bag system can measure the bag weight of up to 5 Kg with measurement accuracy reaching around 0.3 Kg; can read the user position with the accuracy of the GPS position reading reaching around 25 meters, and can provide bag weight information and user position through SMS communication. This bag is also capable of working for around 8 hours using a rechargeable Li-Po 3S 1400mAH battery.

Keywords
smart bag; GPS; SMS, arduino; microcontroller

Topic
Electronics Engineering

Link: https://ifory.id/abstract/ej8yrRvfWzPX


Development of the Creative Industry Entrepreneurial Model with the use of the Internet of Things (IoT) technology for UPI Students
Bachtiar Hasan, Hasbullah H, Wawan P, Iwan K

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Corresponding Author
Bachtiar Hasan

Institutions
Universitas Pendidikan Indonesia

Abstract
The development of technology in the electronic field has now reached the generation of the Internet of Things (IoT). IoT is a collection of objects in the form of a physical device (hardware) that is able to exchange information between sources of information. The development of creative industries through IoT is expected to be a solution to foster entrepreneurship among students who will contribute to local and national economic development. The entrepreneurship training program in the IOT field was attended by 30 students from various study programs in the FPTK UPI environment, and they attended this activity carefully starting from the stages of preparation, implementation, apprenticeship to the partner industry until the evaluation stage. Various innovative works that combine technology with IoT utilization have been produced from the results of these training activities, including the development of smart home, automatic glass mixer with blynk, smart building and motor controller. Seeing the future challenges and the existence of these business opportunities and as an effort to develop entrepreneurship in the field of Information technology especially those based on creative industries through the use of the Inetet of Things for UPI students, this training activity is one of the means to realize economic growth both locally, regionally and internationally.

Keywords
intenet of things, creative industry, enterpreneurship

Topic
Sample Topic

Link: https://ifory.id/abstract/9K2QVJbBU4jG


DEVELOPMENT OF VIDEO TUTORIAL ON IRON MAN CHARACTERS IN GRAPHIC DESIGN
Yuliatri Sastrawijaya , Vina Oktaviani and Rozan Hilmy Abdul Hanif

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Corresponding Author
Yuliatri Sastrawijaya

Institutions
Universitas Negeri Jakarta

Abstract
This study aims to develop learning media for 3-dimensional object modeling video tutorials that will be used in 3-dimensional animated learning on graphic design extracurricular activities at Al-Azhar Bumi Serpong Damai Islamic High School, as well as to find out the feasibility of learning video tutorial media. The 3-dimensional object that will be created is the Iron Man mask. Making 3-dimensional objects using Blender software version 2.79b, while for making tutorial videos use Camtasia software version 8.6.0. The concept of developing video tutorials uses the R & D (Research and Development) method with a development model from the Ministry of Education (2004) in Andi Prastowos book. The stages of development are: (1) making a title, (2) making a synopsis, (3) making a script, (4) taking pictures, (5) editing videos, (6) expert testing, (7) distribution and (8) evaluation. After the media video tutorial is complete, the next is to test the tutorial video for respondents, namely class X and class XI participants of graphic design extracurricular activities at Al-Azhar Bumi Serpong Damai Islamic High School. The results of the respondents trials were scored 84.86%. With details of the aspect of display quality / impressions 86.5%, aspects of interest and attention 74% and aspects of accuracy of material content 87%. Based on the results of these tests, it can be concluded that the learning media (tutorial video) makes Iron Man characters worthy of being used in learning 3-dimensional modeling material on graphic design extracurricular Al-Azhar Islamic High School Bumi Serpong Damai.

Keywords
Media, tutorial videos, modeling, Ministry of Education (2004), Blender, Camtasia

Topic
Computer and Communication Engineering

Link: https://ifory.id/abstract/U8YC36jrkJm4


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