cover
Contact Name
Yusram, S.Pd., M.Pd
Contact Email
journal.lamintang@gmail.com
Phone
+6281268339633
Journal Mail Official
jetas.lamintang@gmail.com
Editorial Address
Building of LET Centre. Buana Impian, Blok B1 No. 27. Kota Batam 29452, KEPRI. Indonesia
Location
Kota batam,
Kepulauan riau
INDONESIA
Journal of Engineering, Technology, and Applied Science (JETAS)
ISSN : 27217949     EISSN : 27218090     DOI : https://doi.org/10.36079/lamintang.jetas
The aim of this journal is to publish high-quality articles dedicated to all aspects of the latest outstanding developments in the field of Engineering, Technology and Applied Science. Subject areas cover, but not limited to Physics, Chemistry, Biology, Environmental Sciences, Geology, Engineering, Agriculture, Biotechnology, Nanotechnology, Mathematics and Statistics, Computer Science, Architecture, Industrial and all other science and engineering disciplines.
Articles 5 Documents
Search results for , issue "Vol 4 No 3: December 2022" : 5 Documents clear
Impact of New Digital Media on Conventional Media and Visual Communication in Jordan Mohammad Alzubi, Ahmad
Journal of Engineering, Technology, and Applied Science (JETAS) Vol 4 No 3: December 2022
Publisher : Lamintang Education and Training Centre, in collaboration with the International Association of Educators, Scientists, Technologists, and Engineers (IA-ESTE)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36079/lamintang.jetas-0403.383

Abstract

The purpose of the present research was to assess the impact of new digital media on conventional media and visual communication has been significant. Digital media has transformed how information is created, distributed, and consumed, and has profoundly affected traditional forms of media such as print newspapers, magazines, and television. One of the main ways that new digital media has affected traditional media is through the emergence of online platforms and social media. These platforms have allowed individuals and organizations to publish and share content with a global audience, often bypassing traditional gatekeepers such as editors and broadcasters. This has led to the democratization of media, as anyone with an internet connection can now potentially reach a large audience. Digital media has also led to the rise of new forms of visual communication, such as digital graphics, video, and animation. These forms of media allow for more interactive and immersive experiences and have become increasingly popular with audiences. In addition, digital media has also had an impact on the business models of traditional media organizations. Many have struggled to adapt to the shift towards digital advertising and subscriptions, leading to a decline in revenues and layoffs in some cases. It may be the case that the impact of new digital media on conventional media and visual communication has been significant and wide-reaching and will likely continue to shape the media landscape for years to come.
Development of Computerized Games Pintar-II for the Basic Subject of Computer Science Form 1 Mohd Ariffin, Nurul Afidah; Ariffin, Asma Hanee; Suhaimi, Suhazlan; Rosli, Ahmad Nurzid; Abd Wahab, Mohd Helmy
Journal of Engineering, Technology, and Applied Science (JETAS) Vol 4 No 3: December 2022
Publisher : Lamintang Education and Training Centre, in collaboration with the International Association of Educators, Scientists, Technologists, and Engineers (IA-ESTE)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36079/lamintang.jetas-0403.394

Abstract

Revolusi terbesar dalam bidang pendidikan adalah dengan berkembangnya pembangunan teknologi multimedia. Pelbagai strategi pengajaran dihasilkan bagi meningkatkan minat dan kefahaman murid dalam menguasai kesemua mata pelajaran. Namun penggunaan teknologi ini masih kurang digunakan untuk menghasilkan bahan bantu mengajar bagi kesemua mata pelajaran terutama bagi mata pelajaran Asas Sains Komputer (ASK). Permainan Pintar IT merupakan permainan berkomputer yang dibangunkan menggunakan Game Maker bagi menarik perhatian dan minat pelajar mempelajari teori khusunya subtopik Asas Pemikiran Komputasional dalam mata pelajaran ASK Tingkatan 1. Reka bentuk permainan ini dibangunkan dengan menggunakan kesemua elemen multimedia yang jauh lebih menarik dan sesuai dengan persekitaran zaman sekarang. Permainan merupakan satu pendekatan yang lebih efektif digunakan dalam sektor pendidikan waktu ketika ini. Metodologi bagi pembangunan permainan ini menggunakan ADDIE model yang terdiri daripada lima fasa iaitu fasa reka bentuk, fasa pembangunan, fasa pelaksanaan dan fasa penilaian. Kajian tinjauan Pintar IT dilakukan menggunakan Sytem Usability Scale (SUS) dan keputusan menunjukkan permainan Pintar IT memperolehi sebanyak 71.3% dan ini dapat membantu menarik minat pelajar mempelajari subjek ASK Tingkatan 1. Development of Computerized Games Pintar-II for the Basic Subject of Computer Science Form 1 Abstract: The biggest revolution in the field of education is with the development of multimedia technology. Various teaching strategies are produced to increase students' interest and understanding in mastering all subjects. However, the use of this technology is still less used to produce teaching aids for all subjects, especially for subject of Asas Sains Komputer (ASK). Pintar IT game is a computer game developed using Game Maker to attract students 'attention and interest in learning theory, especially the subtopic of Asas Pemikiran Komputasional in the subject of ASK Form 1. The design of this game is developed using all the multimedia elements that are much more interesting and suitable for today's environment. Games are a more effective used in the education sector today. The methodology for the development of this game uses ADDIE model which consists of five phases of analysis, design, development, implementation and evaluation. Permainan IT survey study was conducted using the System Usability Scale (SUS) and the results showed that Permainan IT game obtained 71.3% and this can help student to attract and learn the subject of ASK Form 1. Keywords: Addie Model, Gaming, Learning Tool, Sytem Usability Scale.
Ergonomic Evaluation of Anthropometry Based Hydroponic Plants Watering Automation System Hanafie, Ahmad; Haslindah, Andi; Suradi; Bora, M. Ansyar; Baco, Syarifuddin
Journal of Engineering, Technology, and Applied Science (JETAS) Vol 4 No 3: December 2022
Publisher : Lamintang Education and Training Centre, in collaboration with the International Association of Educators, Scientists, Technologists, and Engineers (IA-ESTE)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36079/lamintang.jetas-0403.463

Abstract

Hydroponics is a technique of growing plants without soil. Until now, many people do it manually for moisture, content, nutrition, and continuous flow of water. The application of ergonomics aims to make the user healthy, comfortable, safe, productive. The purpose of evaluating anthropometry-based ergonomics, and testing the hydroponic plant watering automation system tool. The method used is collecting anthropometric data on the dimensions of the user's body for ergonomics, then designing an automatic hydroponic watering tool to make it easier to design hardware and software. The results of the ergonomics evaluation study, hand span size 175.3 cm, upright body height 167.4 cm, shoulder to head 32.23 cm, shoulder to base of foot 66.77 cm, base of foot to knee 48.89 cm, base of foot to knee 48.98 cm, elbow to elbow 41.81 cm, elbow to hand 34.45 cm. While the results of testing the condition of the charcoal are at the humidity threshold of 49% - 60% then the pump will be on, and if the pot has been on the humidity threshold of 65% - 99% then the pump will be off.
Issues of Implementation and Innovation of E-Learning Visual Arts Education in Rural Schools During the Pandemic of Covid 19 Puteri, Ida; Mokhtar, Elis Syuhaila; Mat Alim, Muliyati
Journal of Engineering, Technology, and Applied Science (JETAS) Vol 4 No 3: December 2022
Publisher : Lamintang Education and Training Centre, in collaboration with the International Association of Educators, Scientists, Technologists, and Engineers (IA-ESTE)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36079/lamintang.jetas-0403.465

Abstract

E-pembelajaran bagi Pendidikan Seni Visual (PSV) di sekolah luar bandar berhadapan dengan pelbagai isu pelaksanaan pembelajaran disamping kewujudan pelbagai inisiatif para pendidik. Justeru, kajian ini dijalankan bagi mengenalpasti isu pelaksanaan dan mengkaji inovasi e-pembelajaran di sekolah luar bandar ketika pandemik melanda negara. Instrumen temu bual berstruktur secara berkumpulan dibina bagi menjalankan pengumpulan data bersama 30 orang guru pelatih siswazah tahun akhir Ijazah Sarjana Muda Pendidikan (Seni) di Universiti Pendidikan Sultan Idris, Perak yang telah menjalani latihan praktikum di sekolah menengah. Dapatan kajian yang diperoleh bagi soalan kajian pertama adalah pembelajaran abad ke-21, manakala tema kedua adalah pembelajaran secara digital. Hasil dapatan kajian menunjukkan isu pelaksanaan e-pembelajaran PSV mendapati guru pelatih menggunakan teknologi telefon pintar, kaedah Pembelajaran Berasaskan Projek, Pembelajaran Teradun, menjalankan kuiz dalam talian, dan pengajaran melalui laman sosial. Inovasi e-pembelajaran yang dihasilkan adalah guru pelatih menghasilkan YouTube Channel dan modul digital dalam sesi e-pembelajaran. Oleh itu, guru pelatih juga perlu sentiasa mencari alternatif e-pembelajaran semasa menjalani praktikum dengan meningkatkan literasi teknologi mengikut keperluan murid di luar bandar agar sesi pembelajaran dan pembelajaran dapat dijalankan secara berterusan. Issues of Implementation and Innovation of E-Learning Visual Arts Education in Rural Schools During the Pandemic of Covid 19 Abstract: E-learning for Visual Arts Education (VAE) in rural schools faced with various learning implementation issues in addition to the existence of various initiatives by educators. Therefore, this study was conducted to identify implementation issues and examine the innovation of e-learning in rural schools during pandemic. A focus group structured interview instrument was built to conduct data collection with 30 graduate trainee teachers from final year of the Bachelor of Education (Arts) at Universiti Pendidikan Sultan Idris, Perak who had undergone practicum training in secondary schools. The research findings obtained for the first research question is 21st century learning, while the second theme is digital learning. The results of the study showed the issue of VAE e-learning implementation find that trainee teachers use smartphone technology, Project-Based Learning methods, Blended Learning, conducting online quizzes, and teaching through social media. The e-learning innovation produced by trainee teacher was YouTube Channel and a digital module in the e-learning session. Therefore, trainee teachers also need to constantly look for e-learning alternatives during the practicum by improving technology literacy according to the needs of students in rural areas so that learning and learning sessions can be carried out continuously. Keywords: E-Learning, Innovation, Rural Areas, Visual Art Education
MyTalent: Development of Web Based Talent Mapping System for Small and Medium Scale Industry among Graduated Students Ismail, Mohd Amirul Haziq; Hj Mansor, Marzita
Journal of Engineering, Technology, and Applied Science (JETAS) Vol 4 No 3: December 2022
Publisher : Lamintang Education and Training Centre, in collaboration with the International Association of Educators, Scientists, Technologists, and Engineers (IA-ESTE)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36079/lamintang.jetas-0403.466

Abstract

Tujuan kajian ini adalah untuk membangunkan sistem pemetaan bakat berasaskan web untuk pelajar siswazah yang berminat dalam Industri Kecil dan Sederhana (IKS). Sistem ini dibangunkan sebagai tindak balas kepada kekurangan penyelidikan mengenai penciptaan profil pelajar yang mengambil kira bakat, pengetahuan, dan kemahiran graduan dalam pemilihan pekerjaan. Selain itu, ketiadaan aplikasi atau sistem pemetaan bakat yang boleh membantu pelajar siswazah dalam mengenal pasti kerjaya yang berdaya maju berdasarkan minat, pengetahuan dan kebolehan mereka dalam Industri Kecil dan Sederhana mendorong kajian ini. Metodologi kajian ini adalah berdasarkan Model Prototaip Evolusi (Evolutionary Prototyping Model) yang mempunyai lima fasa. Kajian tinjauan sistem MyTalent menggunakan soal selidik Usefulness, Satisfaction, and Ease (USE). Kaedah pemetaan bakat yang direka bentuk baru ini menjanjikan untuk menyediakan pelajar siswazah baharu dengan perspektif baharu dalam meneroka laluan kerjaya baharu dalam IKS berdasarkan bakal bakat mereka. MyTalent: Development of Web Based Talent Mapping System for Small and Medium Scale Industry among Graduated Students Abstract: The goal of this research is to create a web-based talent mapping system for graduate students interested in small and medium-sized businesses (SMIs). This system was created in response to a lack of research on the development of student profiles that consider graduates' talents, knowledge, and skills when it comes to job selection. Furthermore, the lack of applications or talent mapping systems that can assist graduate students in identifying viable careers in Small and Medium Scale Industries based on their interests, knowledge, and abilities motivates this research. The methodology of this study is based on the five-phase Evolutionary Prototyping Model. The Usefulness, Satisfaction, and Ease (USE) questionnaire was used in the survey study for the MyTalent system. This newly developed talent mapping method promises to give new graduate students a fresh perspective on exploring a new career path in SMIs based on their potential talents. Keywords: Evolutionary Prototyping Model, Talent Mapping System, Web Based.

Page 1 of 1 | Total Record : 5