scholarly journals Using Interactive Web-Based Learning Multimedia to Assess Competency Standards for Installing LAN Among Vocational High School Students in Padang, Indonesia

2018 ◽  
Vol 7 (4.9) ◽  
pp. 262
Author(s):  
Karmila Suryani ◽  
Khairudin . ◽  
Rini Widyastuti ◽  
Riska Amelia

This research is aimed at creating an interactive, valid, practical and effective Web¬¬¬-Based Learning Multimedia for assisting the students to learn the school subject: Installation of Local Area Network (LAN), and to meet the competency standard in such subject. To create the learning multimedia the researchers adopted Cooper’s Stage-Gate Method by applying product development phases, namely: Vision, Conception, Design, Prototype, and Production. After the design process had been completed, the multimedia was validated by a team of multimedia experts, and reached a score of 94.96% which is categorized as Highly Valid. For practicality analysis, the Researcher distributed questionnaires to relevant parties so as to know the level of students interest, the process of using, the increase of active learners, the sufficiency of time, and for evaluation purposes, and it resulted in a score of 87% which is categorized as Practical. Such validity and practicality analysis were done at the Phase of Prototype. Finally, the Researchers shared the Application to all students of Computer and Network Engineering Department in Padang, Indonesia, and the results were fairly encouraging in which the learning outcomes of the students can reach the figure of 87%, and the grades achieved by the students were Above Minimum Passing Criteria. In view of such results, it can be concluded that this learning multimedia has met the requirement for a mass application.  

2017 ◽  
Vol 6 (2) ◽  
pp. 20-32
Author(s):  
MengMeng Zhao

This article outlines a case study in which the author employs a Raspberry Pi 3 miniature computer as a Digital Signage System, which can be managed from either laptop, smartphone or desktop computers. The author presents it as a case study that high school students (and their teachers) can follow, as a collaborative project that delivers a cost effective and flexible, digital signage system for their school. While it does not require any coding on their part, it presents an excellent use of ICT, by configuring multiple interrelated hardware and open software, in a school community setting, that would fit in with many contemporary digital technology curriculums.


2019 ◽  
Vol 5 (1) ◽  
pp. 73-80
Author(s):  
Yohanes Setiawan Japriadi ◽  
Lukas Tommy

Modernization causes the examination process in some educational institutions that are usually done conventionally now start to change to CBT (Computer Based Test). At STMIK Atma Luhur, CBT in the form of a coding test carried out on a computer laboratory was felt to be not effective enough due to a short correction time, as well as the possibility of lossing the students work due to sudden power failure. Collection of jobs using an LAN (Local Area Network) intranet network can not be realized due to the difficult network configuration and requires not a small cost. One solution that can be offered in overcoming the above problem is to create a web-based exam application that is connected to a Wireless Local Area Network (WLAN) intranet network. The system development model and tools used in this study are prototype models and UML (Unified Modeling Language). The proposed application is effective in facilitating and accelerating the process of collecting student answer files from several client computers to a server computer. In addition, the usage of the proposed application allows the lecturer not to correct students' answers in a hurry, so that the scores that are truly objective and can be accounted for are obtained.


Author(s):  
Muel Fred L. Ruiz ◽  
Rica I. Esclada ◽  
Jannica H. Balderama ◽  
Anzel Anne I. Aguirre ◽  
Ma. Nancy I. Cutin ◽  
...  

This study presents the development of a wireless, interactive, educational (WISE) game that incorporates the use of smartphones for reviewing lessons that might suit the standards of the Philippine government’s education department. It is easier today to engage students using digital platforms for education using interactive digital games. In this study, the users can play the game by connecting the smartphones to the prototype through wireless local area network. It consists of two types of cards: power cards which contribute excitement to the game, and question cards which contain questions to be answered by the players. The prototype is an integration of the following components: Raspberry Pi 3B, RFID reader and cards, and speakers. A graphical user interface where the players interact with the game was created using scripting languages, such as PHP, and JavaScript. The project was evaluated by different grade school students of Metro Manila, Philippines. The results of users’ evaluation show that the prototype is accessible and effective for use based on functionality and that the project can also serve as a tool for lesson reviews. Future development of WISE game includes its integration and compatibility to different operating systems with larger databases and accessibility.


2018 ◽  
Vol 4 (2) ◽  
Author(s):  
Maulida Ulfa Hidayah ◽  
Sonja V. T. Lumowa ◽  
Didimus Tanah Boleng

The 21st-century biology learning requires technology-based learning which is potential in improving students’ learning outcomes. This research aimed to examine the validity and effectiveness of web-based learning media on Archaebacteria and Eubacteria on learning process. This web-based learning media was structured by using 4-D Thiagarajan model. The research was conducted at three SSHSs of Samarinda. The data were obtained from validators’ (media expert, material expert, and linguist), teachers’, and students’ opinion by using questionnaire; while the effectiveness was determined based on students’ test score and their response. The results showed that the web-based learning media was very valid with the average score from experts as high as 95.27%. Moreover, this media has been proven to improve the student’s cognitive learning outcomes (gain score 0.39) and well responded by both teachers and students.  


2017 ◽  
Vol 4 (2) ◽  
pp. 80
Author(s):  
Wiwik Widodo

<p><em>The chemistry teaching at Vocational High School which tends to be theoretical and not directly connected to vocational lesson has caused students to have low interest, low motivation, and low achievement.  The problem is becoming more complex due to limited time allotment and limited teaching materials. One of the efforts to solve the problem is by providing the relevant teaching material using contextual learning approach.  The aims of this Research and Development (R&amp;D) research are: (1) to produce an appropriate chemistry teaching material on electrochemistry integrated with skill program subjects using Contextual approach for Vocational High School students of  Machinery Engineering Department; (2) to know the feasibility of development result of teaching material. The development of the teaching material uses 4D developmental model from Thiagarajan et al consisting of four phases namely Define, Design, Develop, and Desiminate. The dominate phase was not done. The scores of evaluation of the feasibility or the appropriateness of the product from the content expert are 88.75% (very feasible) for the teachers’ book and 91.25%  (very feasible) for the students’ book. The expert on media gave 89.25% (very feasible) for the teachers’ book and 89.9% (very feasible) for the students’ book. The result of readability test shows that the teachers’ book is feasible (83.81%) and the students’ book is very feasible (93.61%).</em></p><p><em><strong>Keywords:<em> </em>Teaching material on electrochemistry, Machinery Engineering Department of Vocational High School, Contextual  Approach</strong></em></p>


Author(s):  
Nurul I. Sarkar ◽  
Krassie Petrova

Previous studies have shown that motivating students to learn about local area network (LAN) design can be difficult when presented in the traditional lecture format. To overcome this problem, a Web-based tool (“WebLan-Designer”) was developed as an aid in teaching and learning of LAN design at the introductory level. A WebLan-Designer provides a set of learning resources (tutorials, quizzes, network modeling, network design scenarios, key terms and definitions, and review questions and answers) and assists undergraduate students in learning the basics of both wired and wireless LAN design. The tool is Internet-based and can be accessed at any time so that students can study LAN design at their own pace and convenience. This flexible learning approach contributes positively to distance education and e-learning. The effectiveness of WebLan-Designer is evaluated both formally and informally; positive student and peer feedback indicates that the design and implementation of the tool has been successful and that using WebLan-Designer may have a positive impact on student learning and comprehension.


Author(s):  
Nurul I. Sarkar ◽  
Krassie Petrova

It is somewhat difficult to motivate students to learn both wired and wireless local area network design because students find the subject technical, dry when delivered in class, and rather boring. This chapter introduces the case of a Web-based tool for class demonstration as well as modelling LAN design. The background of the case is presented and is followed by a review of some existing tools for network simulation and modelling. After introducing the learning theories and concepts (e.g., experiential learning and constructivism) relevant to the tools’ pedagogical value, the chapter describes the architecture and components of WebLan-Designer. The main benefits of using WebLan-Designer are discussed in the light of educational theories, and their validation is supported by a summary of comments received. The chapter concludes with remarks on the strengths and weaknesses of WebLan-Designer and its future development.


Author(s):  
Nurul I. Sarkar ◽  
Krassie Petrova

Previous studies have shown that motivating students to learn about local area network (LAN) design can be difficult when presented in the traditional lecture format. To overcome this problem, a Web-based tool (“WebLan-Designer”) was developed as an aid in teaching and learning of LAN design at the introductory level. A WebLan-Designer provides a set of learning resources (tutorials, quizzes, network modeling, network design scenarios, key terms and definitions, and review questions and answers) and assists undergraduate students in learning the basics of both wired and wireless LAN design. The tool is Internet-based and can be accessed at any time so that students can study LAN design at their own pace and convenience. This flexible learning approach contributes positively to distance education and e-learning. The effectiveness of WebLan-Designer is evaluated both formally and informally; positive student and peer feedback indicates that the design and implementation of the tool has been successful and that using WebLan-Designer may have a positive impact on student learning and comprehension.


2011 ◽  
Vol 474-476 ◽  
pp. 1825-1829
Author(s):  
Chien Yun Dai ◽  
Syuan Zih Lin ◽  
Chih Hsiang Yeh

The purposes of this study were to develop a novel material which was infused nanotechnology into electronics subjects to vocational high school students’with no background in nanotechnology. And then to investigate the cognitive load of them, after they learnedthenovel curriculum pattern. The researchers began todevelop a novel electricsmaterial which is consisted of four chapters includedseven sectionsby experts of electronics, nanotechnology and vocational education. Theexperimentswere conducted by using PPT pedagogy to teach the nanotechnology infused into electronicscourse between twodepartments ofvocational high schools. After four months and four times in one month experimental teaching, cognitive load scale questionnaireand K of KAP scale questionnairewere examined.Finally, the applications of this materialare illustrated that the performances of K scores weresignificant differencebetween electronic engineering department and information engineering department.


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