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Journal : Journal of Computer Science Advancements

Product Development of Unique Clothing Learning Media to Stimulate Fine Motor Skills of 4-5 Years Old Children Nopiyanti, Heni; Tabroni, Imam; Barroso, Uwe; Intes, Amina
Journal of Computer Science Advancements Vol. 1 No. 1 (2023)
Publisher : Yayasan Adra Karima Hubbi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.55849/jsca.v1i1.452

Abstract

The purpose of this study was to create a learning model product in the form of unique clothing to stimulate fine motor skills of children aged 5-6 years in Purwakarta. The research method used a mixed method with a research and development (R&D) design. The research process starts from making a product design design using media with materials around, in the form of used gallon bottles, design validation, revision, making products, limited product trials, making products, stage 1 product revision, main field trials, revision 2, operational field trials, product revision 3, dissemination and product marketing. The results of research on the development of unique clothing learning models to stimulate fine motor skills are more creative and innovative learning models. The results of the research in the form of children's fine motor movement skills are getting better and children's fine muscles are getting stronger and more skillful. This unique clothing model gives children the interest to be able to play it so that fine motor skills are stimulated in a fun way. The technique supports children's understanding of attitudes, motivation and curiosity towards psychomotor activities (fine motor). This broad trial was conducted three times and experienced good improvement, so it is hoped that this model can be disseminated to PAUD institutions in Purwakarta and surrounding areas.  
Development of Time Passage Media to Stimulate Symbolic Thinking and Problem Solving in 5-6 Years Old Children Mimah, Mimah; Tabroni, Imam; Barroso, Uwe; Intes, Amina
Journal of Computer Science Advancements Vol. 1 No. 3 (2023)
Publisher : Yayasan Adra Karima Hubbi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.70177/jsca.v1i3.481

Abstract

Learning media is only a tool for the success of the teaching and learning process, as a component of the success of the teaching and learning process, the provision of learning media is a must. The purpose of the time passage is to introduce the concept of time, introduce the count of 1-10, and how to turn the hands of the clock. Research using research and development models from Borg & Gall. Research location at RA Ibnu Zain Respondents 4 students of Ra Ibnu Zain. The overall results of this study state that the Time Aisle Media can be used as learning media referring to the results of the validation test, the first trial pre-test 31.25% and the second trial post-test 72.5% showed there was development as expected in the time aisle media in problem solving and symbolic thinking at Ra Ibnu Zain.
The Effectiveness of Interactive Videos in Increasing Student Engagement in Online Learning Haerawan, Haerawan; Cale, Woolnough; Barroso, Uwe
Journal of Computer Science Advancements Vol. 2 No. 5 (2024)
Publisher : Yayasan Adra Karima Hubbi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.70177/jsca.v2i5.1322

Abstract

The shift towards online learning has highlighted the need for innovative approaches to maintain student engagement. Traditional video lectures often fail to captivate students, decreasing attention and learning outcomes. Interactive videos incorporating quizzes, clickable hotspots, and branching scenarios have emerged as a potential solution to this challenge. This study aimed to evaluate the effectiveness of interactive videos in increasing student engagement in online learning environments compared to traditional video lectures. Additionally, it sought to identify the most impactful interactive elements and their correlation with learning outcomes. A mixed-methods approach was employed, involving 200 undergraduate students from diverse disciplines. Participants were randomly assigned to either an experimental group using interactive videos or a control group using traditional video lectures for a 6-week online course. Data collection methods included pre-and post-tests, engagement metrics (time spent, interaction frequency), and qualitative feedback through surveys and focus group discussions. Results demonstrated a significant increase in student engagement for the interactive video group, with 45% higher interaction rates and 30% longer viewing times than the control group. Quiz-based interactions and branching scenarios were found to be the most effective elements. Moreover, the experimental group showed a 25% improvement in learning outcomes as measured by post-test scores. In conclusion, this study provides strong evidence for the efficacy of interactive videos in enhancing student engagement and learning outcomes in online education. These findings suggest that incorporating interactive elements into video content can significantly improve the online learning experience, offering educators a valuable tool to address engagement challenges in digital learning environments.