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EFEKTIVITAS PENGGUNAAN MEDIA PEMBELAJARAN VIDEOSCRIBE UNTUK MENINGKATKAN MOTIVASI BELAJAR DAN HASIL BELAJAR SISWA PADA MATA PELAJARAN DASAR DESAIN GRAFIS DI SMK NEGERI 5 SURAKARTA Luluk Monitasari; Endar Suprih Wihidayat; Yusfia Hafid Aristyagama
Jurnal Ilmiah Pendidikan Teknik dan Kejuruan Vol 14, No 2 (2021): JIPTEK : Jurnal Ilmiah Pendidikan Teknik dan Kejuruan
Publisher : Fakultas Keguruan dan Ilmu Pendidikan Universitas Sebelas Maret Surakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.20961/jiptek.v14i2.46406

Abstract

Based on the results of observations at SMK N 5 Surakarta in the Basic Graphic Design subject, it shows that student motivation and learning outcomes are still low. Based on the previous learning results, it was found that 18.1% of students scored above the minimum completeness criteria (KKM ≥ 75) while the level of learning motivation of students showed that learning motivation was still low and less enthusiastic in learning. Based on these problems, an effort is needed to increase motivation and learning outcomes using Videoscribe learning media in learning. The selection of videoscribe media is because it is able to present visuals that come from a combination of text, sound, images that are combined into animation according to the needs in learning basic graphic design related to visuals. This study used a quasi experimental design with a nonequivalent control group design. Questionnaires were used to measure motivation, while student learning outcomes were measured using tests. The results of the research hypothesis test showed an increase in learning motivation in the experimental class with Ngain of 0.46 in the moderate category. While the learning outcomes in the experimental class also increased higher than the control class with Ngain of 0.34 in the moderate category.
Pengembangan Aplikasi Android Menggunakan Integrated Development Environment (Ide) App Inventor-2 Endar Suprih Wihidayat; Endar Suprih Wihidayat
EDUTIC Vol 4, No 1 (2017): NOVEMBER 2017
Publisher : Universitas Trunojoyo Madura

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (1315.449 KB) | DOI: 10.21107/edutic.v4i1.3229

Abstract

Many Integrated Development Environment (IDE) can be used to create Android Apps. Android Studio with Java programming language is an IDE and native programming language that is officially supported by Google. As a supported IDE, AS becomes the best IDE that can be used to build apps. Nevertheless, many novice programmers find it difficult to get started especially by starting a new programming concept for mobile devices. Android Studio is also known as an IDE that requires a high specs computer requirement and also has sophisticated features. This research purposed to develop applications with IDEs that are more user-friendly and more emphasize the big concept of programming without much difficulty regarding compiling the program code and also the complexity of IDE as well as Android Studio. The IDE used in this study is App Inventor 2 (AI2), a cloud-based IDE managed by the Massachusetts Institute of Technology (MIT). The next goal is to test the capabilities of the application by conducting Blackbox Testing and User Testing. In this research has been developed an app called Receptionist that is used to test the ability of the codes generated by AI2. The results show that AI2 can be used to build complex applications such as Text Message Service (SMS) broadcasting, performing local database queries and retrieving data on the server. However, some features such as database processing should run in the background still run on the UI thread, thereby reducing the user experience when Application Not Responding (ANR) occurs.Keywords: App Inventor 2, Android Application, Cloud Programming, visual programming
Pemberdayaan Guru SMK Melalui Pengembangan Media Pembelajaran Berbasis Aplikasi Media Augmented Reality Agus Efendi; Endar Suprih Wihidayat; Basori Basori; Dwi Maryono
DEDIKASI: Community Service Reports Vol 4, No 2 (2022): DEDIKASI: Community Service Report
Publisher : FKIP Universitas Sebelas Maret

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.20961/dedikasi.v4i2.56299

Abstract

Learning using the help of technological media is one of the exciting and considered effective learning methods where students can learn anywhere and anytime with the help of smartphones. In addition, learning in fields that require experience or more imagination in the material studied has its difficulties, such as how it works. The learning experience of vocational school students is primarily determined by the learning experience of educators/teachers. Debriefing teachers' ability to design, develop, and apply Augmented Reality (AR)-based multimedia as a learning medium is essential in increasing the attractiveness and enthusiasm of students in learning so that learning outcomes become more effective. Teacher knowledge of innovative learning technology through the application of Augmented Reality in learning innovation is essential, especially in the ability to design and practical skills of Augmented Reality applications are needed. The Augmented Reality-based application training aims to equip teachers of SMK Negeri 2 Karanganyar, especially in developing their learning media by applying more innovative and creative Augmented Reality software applications. The results from this activity show that Vocational school teachers have a reasonably competent and professional potential to develop more creative and innovative learning through a participatory training model approach. All vocational school teachers have a good competency achievement category of 85.6%. Vocational school teachers are pretty creative and innovative enough to have fulfilled the entirely professional category according to their expertise.
The Development of Learning Media for 6th Grade Elementary School Solar System Courses-based on Android with Virtual Reality Technology Aditya Nugraha Pradana; Dwi Maryono; Endar Suprih Wihidayat
Journal of Informatics and Vocational Education Vol 5, No 3 (2022): Journal of Informatics and Vocational Education - November
Publisher : Pendidikan Teknik Informatika dan Komputer, Universitas Sebelas Maret

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.20961/joive.v5i3.67392

Abstract

This study aims to: (1) create learning media for android-based solar system subjects with virtual reality technology and (2) determine the feasibility of learning media for android-based 6th-grade solar system subjects with virtual reality technology. Solar system learning media for Android-based 6th-grade elementary school with virtual reality technology was developed using the Luther method through 6 stages: concept, design, material collection, manufacture, testing and distribution. The concept stage determines the objectives, materials, and content of the learning media that will be developed. The design stage is determining the material and storyboard. The material collection stage includes determining learning materials, Unity 3D assets, images, audio and others that support the learning media. The manufacturing stage is making learning media according to the predetermined design and storyboard. At the testing stage, we validated the product with media experts, material experts, and users. At the distribution stage, it produces media in the form of *.apk, which is uploaded to Google Drive. The validation of learning media is seen from the assessment of media experts, material expert assessments, and user assessments. Ratings obtained from all these aspects are 91.9% from media experts, 88.3% from the material, and 71% from users. The results of the three assessments have an average of 83.7%. From these results, it can be concluded that this learning media can be used as a learning medium.
Pandemic and Online Learning at Engineering Colleges Erica Devi Ayuningrum; Endar Suprih Wihidayat; Febri Liantoni
IJIE (Indonesian Journal of Informatics Education) Vol 7, No 1 (2023): July
Publisher : Universitas Sebelas Maret

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.20961/ijie.v7i1.63440

Abstract

The Covid-19 pandemic has resulted in social restrictions being implemented in all sectors of life, including the scope of education. The closure of schools, higher education, and other educational institutions resulted in face-to-face learning needing to be carried out as usual. Therefore, online learning is a learning strategy that can be applied in times of crisis like this. Application of online learning, which is carried out without planning and suddenly makes several obstacles arise when this learning is carried out. The purpose of this study is to find out what problems arise when implementing online learning in engineering universities during a pandemic and what solutions can be applied to overcome them. This research is a systematic literature review research with keywords used, namely "online learning" or "online course" and "covid-19" or "pandemic" or "Covid 19". In searching articles, articles that are indexed in the Scopus database are used and are limited to publication years, namely from 2019-2022 (during the COVID-19 pandemic). This study used descriptive analysis with secondary data sources. From the results of this study, the application of online learning, for now, is considered the best solution so that learning can still be carried out. But besides that, there are still many obstacles found in its application due to the need for careful planning and preparation for its implementation. Other obstacles are both technically, facilities, and infrastructure, as well as from the human resources themselves. It is hoped that in the future, the solutions found can add insight and be used as a reference in the application of online learning to be effective and better.