cover
Contact Name
-
Contact Email
-
Phone
-
Journal Mail Official
-
Editorial Address
-
Location
Kab. sleman,
Daerah istimewa yogyakarta
INDONESIA
ELINVO (Electronics, Informatics, and Vocational Education)
ISSN : 25806424     EISSN : 24772399     DOI : 10.21831
ELINVO (Electronics, Informatics and Vocational Education) is a peer-reviewed journal that publishes high-quality scientific articles in Indonesian language or English in the form of research results (the main priority) and or review studies in the field of electronics and informatics both in terms of their technological and educational development.
Articles 6 Documents
Search results for , issue "Vol 6, No 1 (2021): Mei 2021" : 6 Documents clear
Android-Based Waste Education App: An Information Media on Zero-Waste Programs Muhammad Zamroni Uska; Rasyid Hardi Wirasasmita; Baiq Desi Dwi Arianti; Yosi Nur Kholisho; Muhammad Djamaluddin; Jamaluddin Jamaluddin
Elinvo (Electronics, Informatics, and Vocational Education) Vol 6, No 1 (2021): Mei 2021
Publisher : Department of Electronic and Informatic Engineering Education, Faculty of Engineering, UNY

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (485.248 KB) | DOI: 10.21831/elinvo.v6i1.41104

Abstract

Zero waste is one of the programs from the government of West Nusa Tenggara Province in Indonesia, where this program aims to provide education about waste to the public so that the waste can be processed or recycled so that it can be useful. Therefore, for the sake of creating a zero waste culture in the community, it is necessary to have media that provide education to the public about this program. The purpose of this article is to discuss the process of developing an Android-based waste education application as a medium of information about zero waste. This study uses the ADDIE model to make this product with five steps, namely analysis, design, development, implementation and evaluation. The data collection technique used was a questionnaire with a Likert scale, and the subjects in this study were the 60 people in the Menceh village. The data analysis technique used is descriptive quantitative. Our findings show that this application (media) is declared very-feasible by material (content) experts with a score of 85% and media (design) experts (83%), and user usability is in the very-high category (83%). So it can be concluded that this application is feasible to use properly, so that users can obtain information about how to manage waste through a zero waste program.
A New Two Switched-Impedance Network for High Ratio Quasi-Z-Source Inverter Irham Fadlika; Mega Agustina; Rahmatullah Aji Prabowo; Misbahul Munir; Arif Nur Afandi
Elinvo (Electronics, Informatics, and Vocational Education) Vol 6, No 1 (2021): Mei 2021
Publisher : Department of Electronic and Informatic Engineering Education, Faculty of Engineering, UNY

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (1765.915 KB) | DOI: 10.21831/elinvo.v6i1.40287

Abstract

The increasing demand and widespread of renewable energy inherently compel the development of power electronics converter as an interface between consumers and the energy source/s. This paper presents a new two switched-impedance networks qZSI converter called High Ratio Two Switched-impedance quasi-Z-Source Inverter (HR2SZ-qZSI). Compared with the previous topology, this proposed HR2SZ-qZSI topology can achieve higher voltage gain with lower shoot-through duty ratio, and a higher boost factor. This paper also discusses comparative analysis between the previous topology and the proposed HR2SZ-qZSI topology. Furthermore, the simulation and experimental data are presented to prove the theoretical analysis of the proposed HR2SZ-qZSI topology. Despite the additional components needed, it accentuates that this proposed converter retains all features of qZSI: common ground point between the dc source and converter and smooth input current operation. Furthermore, almost all the devices rating including capacitor and diode voltage, and inductor current ripple are lower than the preceding relevant two switched-impedance qZSI family. Accordingly, this proposed HR2SZ-qZSI clearly a good power conditioning alternative for renewable generation system.
Developing Education Media of Health Protocol utilizing Live Coloring using Augmented Reality Technology Akbar Permana Putra; Priyanto Priyanto
Elinvo (Electronics, Informatics, and Vocational Education) Vol 6, No 1 (2021): Mei 2021
Publisher : Department of Electronic and Informatic Engineering Education, Faculty of Engineering, UNY

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (457.635 KB) | DOI: 10.21831/elinvo.v6i1.39789

Abstract

The objective of the present study is to produce a learning media product of health protocol implementation to children entitled "Awas Ada Virus Corona". This media utilized RD method and took several steps, namely preliminary research and data collection, research planning, product development, expert validation, product revision and final product. Feasibility testing is carried out by media experts by examining the multimedia construction domain consist of 3 aspects, namely guidance and information, program performance as well as systematic, aesthetic, and design aspects. Furthermore, a filled questionnaire by media experts was used to collect the data needed. Meanwhile, the descriptive statistic was used to analyzed the data gathered. The result of the present study is an application that can be used by children entitled " Awas Ada Virus Corona " as an educational media in implementing 3M of health protocol, namely wearing masks, washing hands, and maintaining a safe distance. The addition of Augmented reality technology with a live coloring feature is added in this application in reading markers to increase children's attractiveness. This augmented reality technology is applied in order to avoid the children only focus on gadgets, so children feel happy in using the familiar media and still interacting with the environment.
Gamification on Chatbot-Based Learning Media: a Review and Challenges Indra Hidayatulloh; Sigit Pambudi; Herman Dwi Surjono; Totok Sukardiyono
Elinvo (Electronics, Informatics, and Vocational Education) Vol 6, No 1 (2021): Mei 2021
Publisher : Department of Electronic and Informatic Engineering Education, Faculty of Engineering, UNY

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (602.284 KB) | DOI: 10.21831/elinvo.v6i1.43705

Abstract

The mobile learning sector has exploded, implying that the e-Learning trend is shifting to mobile platforms. As a result, chatbots have become increasingly popular alternatives for online learning and examinations on mobile platforms. However, it did not provide enough motivation for the student. On the other hand, gamification in a typical e-Learning platform is a widely used technique for increasing students' learning motivation. Therefore, combining gamification with chatbot-based learning and examinations possibly offer benefits, including increase student learning motivation. This study explored the possibilities and future challenges of the development of gamification within chatbot-based learning media. We discussed four aspects: architecture's reliability, security and privacy issue, user’s acceptance and motivation, and gamification feature challenges.
User Experience Design Practices in Industry (Case Study from Indonesian Information Technology Companies) Isnan Nugraha; Agung Fatwanto
Elinvo (Electronics, Informatics, and Vocational Education) Vol 6, No 1 (2021): Mei 2021
Publisher : Department of Electronic and Informatic Engineering Education, Faculty of Engineering, UNY

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (611.75 KB) | DOI: 10.21831/elinvo.v6i1.40958

Abstract

User Experience (UX) is a term that has received a lot of attention in the last decade. The number of industries whose consider the importance of implementing the UX design process within their development cycle has increased. Therefore, we think it is  important to investigate how UX design processes are implemented in the industries. In this research, we take a qualitative approach with descriptive methods by investigating six information technology companies in Indonesia. As a result, we found that most of these information technology companies implement the UX design process as part of their operation and consider that the UX design process is an important part of software development. Each company has its order and priorities in regard to the UX design processes and only follows their established UX design process framework in order to meet their product development requirements. We also found that there are different UX design process approaches from these six companies.
Techno-Entrepreneurship Learning Model in Higher Education Alfrina Mewengkang; Johan Reimon Batmetan
Elinvo (Electronics, Informatics, and Vocational Education) Vol 6, No 1 (2021): Mei 2021
Publisher : Department of Electronic and Informatic Engineering Education, Faculty of Engineering, UNY

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (213.113 KB) | DOI: 10.21831/elinvo.v6i1.40989

Abstract

Techno-Entrepreneurship becomes an important part of higher education based on information technology. This is useful to enhance the spirit of entrepreneurship, the ability to read opportunities and build information technology-based businesses. This study aims to examine the appropriate techno-entrepreneurship learning model in higher education. The research method used is action research with practice using lean canvas models for business models and design sprint method to build product prototypes. The results of this study show how to use practice and tutorials, students can create the right business model and be able to make a prototype of a digital product that is good in implementing business ideas. The conclusion obtained in this study is that techno-entrepreneurship is very appropriate to use lean canvas to build business models and more efficiently use sprint designs to build prototypes of digital products. This model is highly recommended for entrepreneurship learning in higher education.

Page 1 of 1 | Total Record : 6