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Developing Online Laboratory as an English Learning Media for Muhammadiyah Schools in Bantul Regency Purbohadi, Dwijoko; Wijaya, Titis Wisnu; Aditya, David Sulistiawan
Warta LPM WARTA LPM, Vol. 26, No. 3, Juli 2023
Publisher : Universitas Muhammadiyah Surakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23917/warta.v26i3.1460

Abstract

The Online Language Lab is an innovation aimed at revitalizing English language practice activities in schools, replacing the analog language labs that have long been abandoned by many schools in Indonesia. It is known that English language learning focused only on materials such as reading, pronunciation, and speaking without practice can hinder students' ability to communicate effectively in English. We have successfully developed an internet-based Online Language Lab by combining several supporting technologies, including Learning Management System (LMS), speech to text converter, text to speech converter, p5 JavaScript library, Moodle app, and SCORM, to create an interactive online language lab. Students can learn English independently with learning modules tailored to their respective abilities. Our Online Language Lab system has been tested in a school to measure its usability, and the results were very positive. In addition, we also conducted experiments to assess the feasibility of our system and the results showed that it can be implemented widely in various schools in Indonesia. It is expected that with the Online Language Lab, students can significantly improve their English language skills and be better prepared to face global challenges in the future. This is a crucial breakthrough in improving the quality of English language education in Indonesia.
Peningkatan Kompetensi Guru pada Pemrograman Robot Artificial Intelligence Artibo Purbohadi, Dwijoko
Jurnal Pendidikan Tambusai Vol. 6 No. 2 (2022): Agustus 2022
Publisher : LPPM Universitas Pahlawan Tuanku Tambusai, Riau, Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31004/jptam.v6i2.4266

Abstract

Siswa SMK perlu mengetahui materi pelajaran pemrograman robot. Ada berbagai jenis robot tergantung bentuk dan fungsinya. Dalam era industri 4.0 seperti sekarang ini, robot yang sesuai untuk siswa SMK adalah Robot Artificial Intelligence (AI) Artibo. Robot ini diproduksi oleh Cubroid dari Korea Selatan. Robot adalah objek pembelajaran yang menarik dalam rangka mempersiapkan keterampilan penting untuk masa depan. Meskipun mata pelajaran robot sudah masuk dalam kurikulum sekolah, namun robot AI belum banyak dikenal di Indonesia. Paper ini memaparkan sebuah program pengenalan Artibo AI Robot untuk sebuah SMK yang berada di kawasan yang sedang menuju aerotropolis. Setiap perubahan wilayah selalu menimbulkan berbagai dampak, salah satunya masalah ketenaga kerjaan. Di wilayah seperti ini kebutuhan tenaga kerja semakin meningkat, namun dengan kriteria seleksi yang makin tinggi. Dengan kata lain, mutu lulusan SMK pun harus meningkat dan sesuai kebutuhan industri. Kompetensi robot Artibo sangat cocok untuk menghadapi perkembangan kebutuhan tenaga kerja di wilayah yang sedang berkembang pesat. Kami memberikan pelatihan Robot AI Artibo bagi para guru sebagai upaya awal untuk meningkatkan mutu sekolah. Para peserta pelatihan menyatakan bahwa mereka mendapatkan wawasan baru tentang robot yang sangat penting untuk mempersiapkan siswa di area aerotropolis. Namun, untuk memasukkan materi Robot Artibo ke dalam kurikulum masih memerlukan kajian.
CREATIVE PROGRAMMING FOR INTERACTIVE MODULES: LEARNING TRIANGLE, QUADRANGLE, AND CIRCLE SHAPE ESTIMATION SKILLS Setyawan, Haris; Kurnianti, Apriliya; Purbohadi, Dwijoko
INFOKUM Vol. 10 No. 5 (2022): December, Computer and Communication
Publisher : Sean Institute

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.58471/infokum.v10i5.1149

Abstract

The study was conducted to determine whether there is a difference in students' ability to understand material on flat plane geometry (triangles, facets, and circles) between those that use interactive modules and those that do not. The study was conducted in one of the elementary schools in Klaten District. This study used a quasi-experimental method with nonequivalent control group design. The population of this study was all fifth graders with a total of 51 people, while the sample using purposive sampling techniques was 25 people for each group. The instrument used is a mathematical achievement test consisting of 20 multiple-choice questions with four alternative answers. To analyze the data, t-test analysis with a significance level of α = 0.05 was used. Based on the results of data analysis, it can be concluded that there is a significant difference in student learning outcomes after being given a creative programming module in the geometry of the r data field.
Child-friendly e-learning for artificial intelligence education in Indonesia: conceptual design Purbohadi, Dwijoko; Santoso, Joko
IAES International Journal of Artificial Intelligence (IJ-AI) Vol 14, No 4: August 2025
Publisher : Institute of Advanced Engineering and Science

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.11591/ijai.v14.i4.pp2622-2633

Abstract

Due to the widespread use of smartphones, most children in Indonesia are now engaged in playing video games. To make these games more exciting and challenging, video game manufacturers often incorporate artificial intelligence (AI). While various studies have highlighted the benefits of playing video games for children, this research has revealed some significant negative impacts that need to be addressed, as they can affect children's prospects. One of the major detrimental effects is the growing negative perception towards robots and AI, with concerns that they will replace human jobs. To counteract these negative impacts, educational institutions in Indonesia need to proactively plan and prepare for the consequences of gaming through formal learning. Given Indonesia's vast territory, consisting of islands, and its large population, it is crucial to implement appropriate learning technology. This article presents the architectural design of a child-friendly e-learning system that focuses on teaching children about AI. The design considers the available technology in Indonesia, based on our experience. The child-friendly e-learning model for AI education is expected to cultivate an interest in learning about technology, thus diverting children's attention from video game addiction.