Claim Missing Document
Check
Articles

Found 15 Documents
Search

Implementasi Chat Room dan Push Notification pada e-Class Berbasis Mobile Vievin Efendy; Kristian Adi Nugraha; Danny Sebastian
Jurnal Teknik Informatika dan Sistem Informasi Vol 5 No 2 (2019): JuTISI
Publisher : Maranatha University Press

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.28932/jutisi.v5i2.1763

Abstract

e-Class is one of the applications of e-Learning that has been applied at Duta Wacana Christian University as an educational facilities. The utilization of e-Class has help both lecturers and students to share lecture material and other supporting academic data. However, e-Class does not yet support notification for latest information and real time discussion columns. In answering the problems faced by e-Class site users, the development of mobile-based e-Class applications that are integrated with e-Class sites can be one of solution. The e-Class application provides the same features as e-Class sites and with the use of Firebase Cloud Messaging technology helps answer the latest notifications issues and the Firebase Realtime Database to create chat rooms in real time. The application that was built was tested using task scenario and UEQ as parameters for the level of efficiency, effectiveness and convenience in the use of the application. The results obtained by the application are fairly good to implement and the results of the UEQ scale average are worth excellence. Further research that is expected from this research is to increase the efficiency of the mobile-based e-Class application.
PENINGKATAN KOMPETENSI LOGIKA BERPIKIR MENGGUNAKAN GAME UNTUK SISWA SMA Danny Sebastian; Kristian Adi Nugraha
Servirisma Vol. 3 No. 1 (2023): Servirisma : Jurnal Pengabdian kepada Masyarakat
Publisher : Lembaga Penelitian dan Pengabdian Masyarakat (LPPM) Universitas Kristen Duta Wacana

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21460/servirisma.2023.31.31

Abstract

Online learning makes students bored and lazy. This condition requires teachers to think of other ways of teaching and learning activities. Gamification is a learning method using games as a teaching and learning tool. This service uses games on the code.org website application to increase high school-level students' interest in learning. In addition to gamification, several methods are applied to increase students' interest in learning, one of which is by providing personal assistance. The method applied was considered successful in increasing the interest and focus of the participants.
PEMBINAAN KELOMPOK MINAT ROBOTIK TINGKAT SMA MENGGUNAKAN LEGO SPIKE EDUCATION Danny Sebastian; Kristian Adi Nugraha
Servirisma Vol. 4 No. 1 (2024): Servirisma : Jurnal Pengabdian kepada Masyarakat
Publisher : Lembaga Penelitian dan Pengabdian Masyarakat (LPPM) Universitas Kristen Duta Wacana

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21460/servirisma.2024.41.61

Abstract

Technological developments and automation require changes in learning materials and methods. One material that receives special attention is robotics. Many schools implement robotics skills as part of the learning curriculum. However, many schools still do not have human resources who can provide robotics learning. Apart from that, during the Covid-19 pandemic, many students experienced a decline in their enthusiasm for learning. To overcome this problem, many schools are trying to implement alternative learning methods, such as using games as a learning tool. This activity tries to solve these two problems by creating alternative learning for high school level robotics interest groups using LEGO Spike Education. Apart from that, the project-based learning method is applied to improve critical thinking and problem solving skills. The training activities were carried out over a period of 6 months with a total of 11 students consisting of 5 class X students and 6 class XI students. Learning outcomes for 1 semester are tested and assessed as extracurricular grades. The obstacle experienced was time constraints.
PELATIHAN DAN PENGEMBANGAN MATERI ROBOTIK DAN PEMROGRAMAN UNTUK ANAK BERKEBUTUHAN KHUSUS Danny Sebastian; Restyandito; Justinus Putranto Agung Nugroho
Servirisma Vol. 4 No. 2 (2024): Servirisma : Jurnal Pengabdian kepada Masyarakat
Publisher : Lembaga Penelitian dan Pengabdian Masyarakat (LPPM) Universitas Kristen Duta Wacana

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21460/servirisma.2024.42.76

Abstract

Developing educational modules for children with exceptional needs necessitates comprehensive modifications to accommodate the child's unique intellectual and behavioral requirements. The Individualized Approach prioritizes the customization of materials according to the child's unique abilities and interests. For instance, in a programming module, platforms like Scratch can facilitate the introduction of concepts through a visual and interactive approach that enhances comprehension. In a LEGO module, activities are organized to enable children to assemble components incrementally through visual aids, deconstructing intricate jobs into manageable steps, so minimizing frustration and enhancing progressive comprehension. Structure and routines assist children with behavioral issues in maintaining focus, but a multisensory approach facilitates information processing through the senses. Through task analysis, intricate materials are deconstructed into more manageable elements, facilitating a structured and comprehensible learning experience for youngsters. This amalgamation of methodologies guarantees that educational modules are both successful and inclusive, particularly when employing interactive and enjoyable products like LEGO. Based on observations made during teaching process using the developed materials, children with special needs can maintain focus longer than before using the developed materials. This observation is still limited, so an evaluation needs to be carried out using more standard measurements and a longer period of time. Suggestions for further activities are to develop materials that are specific to the type of special needs.
PENGEMBANGAN MATERI INTERNET OF THINGS UNTUK ANAK BERKEBUTUHAN KHUSUS MENGGUNAKAN LEGO DAN ELECFREAKS NEZHA KIT Danny Sebastian; Restyandito; Justinus Putranto Agung Nugroho
Servirisma Vol. 5 No. 1 (2025): Servirisma : Jurnal Pengabdian kepada Masyarakat
Publisher : Lembaga Penelitian dan Pengabdian Masyarakat (LPPM) Universitas Kristen Duta Wacana

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21460/servirisma.2025.51.110

Abstract

The low interest in learning among Indonesian students is a major challenge in the world of education. Uninteresting teaching methods often make students lose their motivation to learn. Therefore, the development of innovative and interactive Internet of Things (IoT) learning materials using LEGO Education and Elecfreaks NEZHA Kit, especially for children with special needs, is the main focus of this activity. This activity involved three lecturers from Duta Wacana Christian University and a team of teachers from the Robotics Education Center (REC) Yogyakarta branch. The results of the activity showed that the use of LEGO Education and Elecfreaks NEZHA Kit was effective in increasing students' interest in learning, developing critical thinking skills, problem solving, and collaboration. Challenges in implementation include the limited number of sensors and actuators and the need for material adjustments. Suggestions for further development include the addition of sensors and actuators, ongoing training for teachers, and regular evaluation of learning materials. In addition, this activity also provides recommendations for improving the quality of teaching through ongoing training for teachers and regular evaluation of the learning materials that have been developed. Thus, it is hoped that a more inclusive and adaptive learning environment can be created for children with special needs, as well as improving the overall quality of education.