Design Phase Carbon Emission Prediction Using A Visual Programming Technique

Author(s):  
Syed Saad ◽  
Wesam Salah Alaloul ◽  
Syed Ammad ◽  
Abdul Hannan Qureshi ◽  
Muhammad Altaf ◽  
...  
Warta LPM ◽  
2016 ◽  
Vol 19 (1) ◽  
pp. 53-63
Author(s):  
Dedi Gunawan ◽  
Fatah Yasin Al Irsyadi

Visual programming is the one programming technique in computer Science which aims to give easy understanding in writing code program. The main users of visual programming are students and people who have no experiences in making computer code and lack of computer programming language.Visual programminggives advantages to develop any kind of application software such as game and application related to education. This research was conducted to the teachers who teach Al-Quran for children learning in order to know the benefit of using visualprogramming in terms of creating an animation and game education.Several approach has been applied in this research. The first is surveying the knowledge in computer programming by using questioners. Following that, we provide a training of using visual programming and the last is conduction survey in order to know the progress of learning accuisiton.Based on the questioner’s data,it can be found that visual programming is very useful to introduce computer programming for people who have limited computer background. The data shows that 60% respondent believe that the visual programming is easy to follow, while the rest says it is hard to do. Furthermore, some of the participants are able to create simple education game


Author(s):  
I. G. P. Asto Buditjahjanto ◽  
M. Riduwan

Programming techniques is a difficult subject for the majority of students at vocational high schools in Indonesia. One of the problems is that the teaching-learning process still uses textual learning media with no interaction with students. Visual learning media offers some advantages to attract the attention of users, interact with users, involve users, and multimodal for users. Because of this, it is necessary to develop visual learning media to utilize visual programming to make it easier for students to understand programming techniques. The aims of this chapter are to determine the learning media feasibility utilizing visual programming to find the students' responses to utilizing visual learning media and to applying fuzzy rating for the feasibility and students' responses toward media learning based on visual programming. The research results showed that fuzzy preference can be applied to assess the learning media feasibility and students' responses to the use of visual learning media utilizing visual programming.


Author(s):  
I.G.P. Asto Buditjahjanto ◽  
Luthfiyah Nurlaela ◽  
Ekohariadi ◽  
Mochamad Riduwan

Programming technique is one of the subjects at Vocational High School in Indonesia. This subject contains theory and application of programming utilizing Visual Programming. Students experience some difficulties to learn textual learning. Therefore, it is necessary to develop media as a tool to transfer learning materials. The objectives of this study are to determine the feasibility of learning media based on Visual Programming and to investigate the response of students who utilize the learning media. Learning media is firstly validated by experts before it is applied to students. This research implemented rating validation with fuzzy rating based on fuzzy inference system. Fuzzy benefits in translating a crisp form into the preference of linguistic variable form and reprocess into a crisp form as a value decision. The results revealed that fuzzy rating can be implemented to measure the feasibility of learning media and students' responses to the use of learning media.


2019 ◽  
pp. 55-58
Author(s):  
A. S. Putina

The article discusses the problems of organizing group work in education, in particular, group work in the Scratch visual programming environment, where it is possible to use tools that help in teamwork — Backpack, Remix, Scratch Studio. An example of creating a project by a group of students is given.


2018 ◽  
Vol 7 (2) ◽  
pp. 178
Author(s):  
Satri Yadi ◽  
Yuniarti Munaf ◽  
Dhasono Dhasono

AbstrakAso Gumbalo dalam penciptaan karya seni lukis diilhami dari kehidupan pengembala yang menjadi inspirasi pencipta yang diungkap melalui media seni lukis dengan mengambil ide “Harapan Pengembala” (Aso Gumbalo). Harapan Gembala dapat diartikan sebagai keinginan, kecendrungan dan dorongan hati yang kuat terhadap sesuatu hal yang ingin direalisasikan untuk menjadikan seorang lebih baik dimasa depan. Pengekspresian ide cipta berangkat dari fenomena Aso Gumbalo yang pencipta ungkap dengan ekspresi simbolik kedalam penciptaan karya seni lukis. Metode penciptaan karya ini melalui tahapan yaitu; 1) Tahap eksplorasi adalah tahap pencarian ide-ide dengan melakukan riset emik dan etik untuk pembuatan karya, 2) Tahap perancangan yaitu tahap pembuatan purwarupa yang akan diwujudkan kedalam bentuk karya seni lukis, 3) Tahap proses garapan karya. Konsep dari penciptaan karya merupakan ekspresi simbolik dengan memanfaatkan idiom tradisi, ekspresi tersebut digambarkan pada perwujudan karya menggunakan strategi media dan strategi visual dengan menggunakan konsep pengolahan bentuk, yaitu disformasi dan transformasi dengan melakukan penggabungan beberapa teknik antara lain, teknik plakat, transparan, tekstur semu dan tekstur nyata. Aso Gumbalo sebagai inspirasi yang diungkapkan dalam bentuk karya seni lukis ekspresi simbolik. Karya-karya yang diciptakan pengkarya disajikan dalam bentukpameran.           Kata Kunci:aso gumbalo, ekspresi simbolik, seni lukis.   AbstractAsoGumbalo in the creation of painting works was inspired from the life of the shepherd who became the inspiration of the creator which revealed through the medium of painting by taking the idea of "Hope of the Shepherd" (AsoGumbalo). Shepherd Hope can be interpreted as a strong desire, inclination and encouragement towards something that wants to be realized to make someone better in the future. The expression of copyrighted ideas departs from the phenomenon of AsoGumbalo, which the creator expressed with a symbolic expression into the creation of painting. This method of creating works through several stages, namely; 1) The exploration phase is the stage of searching for ideas by conducting emic and ethical research for the production of works, 2) the design phase that is the prototype-making stage which will be realized in the form of painting, 3) the process stage of the work done. The concept of creation of works is a symbolic expression by utilizing traditional idioms, these expressions are depicted in the realization of the work using media strategies and visual strategies by using the concept of form processing, namely deformation and transformation by combining several techniques, such as plaque, transparent, pseudo-texture and real texture. AsoGumbalo as an inspiration expressed in the form of paintings of symbolic expression. works created by artists are presented in the form of exhibitions.  Keywords:asogumbalo, symbolic expression, painting.  


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