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Pengelolaan Antara Profesionalisme Guru dan Pengelolaan Pembelajaran di Kelas Fina Safitri Nasution; Nadia Sabrina Siregar; Rifda Ramadina; Farhana Farhana; Hafiz Yusuf; Muhammad Rizki Maulana
Jurnal Ilmiah Wahana Pendidikan Vol 8 No 20 (2022): Jurnal Ilmiah Wahana Pendidikan
Publisher : Peneliti.net

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (162.429 KB) | DOI: 10.5281/zenodo.7242945

Abstract

In the current era of technology, almost all human activities require the help of sophisticated devices that can easily assist their activities. This certainly implies to educators and prospective educators to be able to apply ways of learning by utilizing the latest technology. Rapid technological developments now require innovation and transformation in learning. One of these innovations is blended learning. According to Jeanne Lam (2014) stated that traditional learning has often been carried out in learning so that in the current century the use of internet technology has begun to emerge, e-learning has been effectively used in higher education, one of which is learning with blended learning. In this modern era, technology demands innovation to improve the quality of education, including the development of learning media. The role of learning media is very important to support a more varied learning process. Good use of media can help educators in optimizing the learning process, so that educators will have more time to pay attention to other educational aspects, such as helping students' learning difficulties, personality formation , motivate learning, and others. Multimedia is a multimedia display designed by designers so that the appearance fulfills the function of informing messages and has interactivity to its users. while multimedia interactivity includes (1) users are involved to interact with application programs; and (2) information application aims to enable users to get the desired information choices without having to devour everything.
Perancangan Aplikasi Pengenalan Adat dan Budaya Betawi Berbasis Android Hafiz Yusuf; Dona Katarina; Ahmad Husain
Journal of Informatic and Information Security Vol. 1 No. 2 (2020): Desember 2020
Publisher : Program Studi Informatika, Fakultas Ilmu Komputer Universitas Bhayangkara Jakarta Raya

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31599/jiforty.v1i2.380

Abstract

The research objective is to introduce Betawi customs and culture with an android application system that makes it easier for people and the younger generation to continue to preserve Betawi culture. The research method uses grounded research, which is a research method based on facts and uses comparative analysis with the aim of making empirical generalizations, establishing concepts, proving theories, developing theories, collecting and analyzing data at the same time. After the author analyzes and collects data, finally the author can draw the conclusion that with this application system, it can help introduce and educate the public more broadly in the introduction of Betawi customs and culture.