cover
Contact Name
Betty Masruroh
Contact Email
publisher@um.ac.id
Phone
+6285733562345
Journal Mail Official
jodli@um.ac.id
Editorial Address
PUIPT Disruptive Learning Innovation Universitas Negeri Malang (PUIPT DLI UM) Gedung B15 Lantai 1, Universitas Negeri Malang Jl. Semarang No.5, Kota Malang Jawa Timur, Indonesia
Location
Kota malang,
Jawa timur
INDONESIA
Journal of Disruptive Learning Innovation (JODLI)
ISSN : 27748715     EISSN : 27214486     DOI : http://dx.doi.org/10.17977/um072
Core Subject : Education,
Journal of Disruptive Learning Innovation (JODLI): is an academic, open access journal about concepts, phenomena, and new discoveries that create transformative effects in education based on what the community needs of their time based on three research and development groups, namely: (1) Web / Mobile based Learning Platform with integration of Artificial Intelligent (2) Ubiquitous Education Technology (u-learning) equipped with Augmented Reality, and (3) One-Stop Learning that utilizes data mining and the power of data analysts.
Arjuna Subject : Umum - Umum
Articles 6 Documents
Search results for , issue "Vol 2, No 1 (2020)" : 6 Documents clear
Environmental Awareness Character Study of Kuala Langsa Society Siska Rita Mahyuny; Ekariana S. Pandia; Vita Ria Mustikasari; Rizal Nasution
Journal of Disruptive Learning Innovation (JODLI) Vol 2, No 1 (2020)
Publisher : Universitas Negeri Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (174.703 KB) | DOI: 10.17977/um072v2i12020p30-36

Abstract

Mangrove Forest, located in Kuala Langsa, Aceh Province of Indonesia, is one of the local, regional, national, and international ecotourism destinations. However, there are some issues about the awareness character of the society around Kuala Langsa. This research purpose is to have a better understanding of the people and their knowledge concerning to environmental issues. The technique used in the research was a random sampling interview combined with customized questionnaires as an indicator of understanding about environmental issues awareness taken from 100 respondents. The data value shown by Likert scale as follow: 46.8 percent littering habits, 33 percent toilet sanitation, 36.2 percent reuse of product. The research concludes the awareness character of Kuala Langsa society influenced by the educational level, economic condition, and their opportunity to gain access to the next level of educational grade, and also low frequency of government appeal to the society of how important to always maintain and preserve the Kuala Langsa Mangrove.
Application of Arduino Programming Using ML8511 UV Sensor Hookup Guide to Learning the Effect of Ultraviolet’s Level Nugroho Adi Pramono; Oktavia Ghaisyani; Bertha Anggita Purwandani; Fauzan Ibnu Sofyan
Journal of Disruptive Learning Innovation (JODLI) Vol 2, No 1 (2020)
Publisher : Universitas Negeri Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (481.834 KB) | DOI: 10.17977/um072v2i12020p37-44

Abstract

This paper learn programming of an Arduino. This also explores on how it can be used as a tool for study and research works. Learn how to program with Arduino, connect the project board to software on your computer, create sensor with the decision making and memory storing abilities of the Arduino. The ML8511 UV sensor outputs an analog signal in relation to the amount of UV light it detects and the effect to human body if get UV light in levels. The result are from three different locations, such as two outdoor and indoor start from 6.30 a.m until 10.45 a.m. Data shows that in outdoor during early morning or late afternoon hours the sun's rays pass at a greater angle through the atmosphere. Much more UV radiation is absorbed and less reaches the Earth, on the contrary in indoor UV index was 0. UV levels are highest under cloudless skies, and cloud cover generally reduces a person's exposure. However, light or thin clouds have little effect and may even enhance UV levels because of scattering. Don't be fooled by an overcast day or a cool breeze! Even a long stay in open shade, for example between buildings, may give a sensitive person a sunburn on a day with high UV levels. Therefore, it is important to know effect of ultraviolet’s level, from application of Arduino Programming using ML8511 UV sensor simplify the research.Keywords: Sensor UV; ML8511; Arduino; UV lights; Software.
Optimization of Mobile Ad Hoc Network DSDV and OLSR Using Evolutionary Algorithm for Elearning induction mode Fauzan Prasetyo; Moh. Nazir Arifin; Agus Irmawan
Journal of Disruptive Learning Innovation (JODLI) Vol 2, No 1 (2020)
Publisher : Universitas Negeri Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (531.298 KB) | DOI: 10.17977/um072v2i12020p1-8

Abstract

The e-learning induction model that is well informed by the theory and practice is a sure way of being responsive to the dynamism of educational technologies. Common problem that must be taken as consideration and must be resolved in urban areas and the organization is an efficient message delivery in (MANET) Mobile Ad hoc Network. To get good and efficient communication, an algorithm must pay attention to several aspects such as the density of neighbouring node, shape and network size, channel priority level and used of message. Some previous studies attempted to propose solutions for delivering messages, but finding the optimal problem solution that will be use is very difficult.  In our research, we sugested an optimization on MANET by using an EA. The algorithm will provide several solutions to the problem of sending messages to MANET. Our goal is able to determine the optimal communication strategy for each node in network. By using (EA) evolutionary algorithm in  (n-2) network simulator, we found that result is promising for message delivery optimization to destination for using in system Elearning model networkKeywords: MANET, evolutionary algorithm, message delivery optimization.
The Development of Interactive Multimedia Mobile Learning about Bacterial Topic to train the Students' Ability of Science Literacy Merinda Oktaviana; Murni Sapta Sari; Sunarmi Sunarmi
Journal of Disruptive Learning Innovation (JODLI) Vol 2, No 1 (2020)
Publisher : Universitas Negeri Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (258.753 KB) | DOI: 10.17977/um072v2i12020p45-54

Abstract

Science literacy is a human's ability to understand science and use that understanding to be applied in solving a problem in everyday life. Students' science literacy skills are low due to the student's response in answering a question to explain the phenomenon has not fulfilled the aspects of science literacy. This research aims to develop an interactive multimedia Mobile Learning that is valid, practical, and effective in making students practice their science literacy skills. Interactive multimedia research and development of the Mobile Learning model uses a Research and Development model that adapts the development model of William W. Lee and Diana L. Owens. The stages of development in the model of Lee and Owens are (1) Assessment/Analysis, (2) Design, (3) Development, (4) Implementation, and (5) Evaluation. The results of this research and development obtained 97.8 percent validation value of media experts, obtained a validation value of 100 percent by topic experts, also earned an average of 94 percent value in the validation of expert assessment. So that based on the data results of this development research was very valid category the field-test results of research and development conducted with the researchers as a teacher for two meetings produced a practical test value by students of 84.42 percent, a very practicable category. The practicality test results (field practitioner) obtained a value of 100 percent, which was a very practical category. The value of effectiveness test in this study obtained an N-gain value of 16.74, which belonged to the low category (low effective).
Android-Based "Idea Bank" Application as Media E-Learning in Courses Change Management Elfia Nora; Afwan Hariri Agus Prohimi; Lohana Juariyah
Journal of Disruptive Learning Innovation (JODLI) Vol 2, No 1 (2020)
Publisher : Universitas Negeri Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (578.684 KB) | DOI: 10.17977/um072v2i12020p9-21

Abstract

During this time for change management lectures, it is still often conveyed by the method of lectures and group discussions on cases of change in the industry and its management. Idea Bank application will be expected to be a reference for students to pour ideas of change, try to design changes, keep documentation of the implementation of changes they make, so that the idea of changes and innovations made by students in this application later may also be useful for the State University of Malang, because during this time the tasks carried out by students are more often stored in hard copy, or soft copy personally by lecturers who foster the subject.The purpose of developing e-learning media in change management courses in the form of android-based "idea bank" application is to create more innovative electronic learning media and provide more interactive learning media to students in accordance with the millennial era they live in.Learning tools developed in the form of Electronic Learning Media Applications stored on HP Android can be installed through the Play Store labeled "Idea Bank", where in it there will be several features namely problem portrait feature,  Idea Change feature, Idea Design feature,  theory change feature, Idea Succes feature, and some electronic program tools, including save menu, table data filling menu, upload documentation and others.The development method is Borg & Gall development model (1996) using water fall flow at the development stage. Stages of development ranging from needs analysis, product planning, product development, trial / implementation (validation), revision and report creation.Product results in the form of Idea Bank Application in the form of problem portrait feature, Idea Change feature, Idea Design feature, theory change feature Idea Succes Feature. stored on HP Android and also application usage tutorial.Keywords: Application; Idea Bank; E-learning.
Application of ESP32 as a Media for Learning Ozone Damage in the Form of IoT-Based Ultraviolet Index Readers Nugroho Adi Pramono; Fauzan Ibnu Sofyan; Bertha Anggita Purwandani; Oktavia Ghaisyani
Journal of Disruptive Learning Innovation (JODLI) Vol 2, No 1 (2020)
Publisher : Universitas Negeri Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (396.639 KB) | DOI: 10.17977/um072v2i12020p22-29

Abstract

Ultraviolet light is part of the electromagnetic waves from solar radiation. Excessive UV light can cause damage to human skin. High UV index caused by one of the damage to the ozone layer, therefore it is important we study the ozone damage in an area. On this occasion made learning media in the form of an IoT-based ultraviolet index reader. This tool uses ESP32 as a controller by adding several modules namely UV index sensor and wifi module. The existence of a wifi module makes it easy for us to send data and control ESP32 using the internet, therefore this tool is said to be based on the Internet of Things (IoT). With this tool we can compare the UV Index level in several regions simultaneously without being in that area. From the difference in index, we can study the level of UV radiation in each region in real time. Therefore we can study the comparison of ozone damage levels.

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