scholarly journals Implementasi m-learning berbasis Mobile Context Aware System (MCAS) dalam pembelajaran Geografi pada masa pandemi Covid-19

2021 ◽  
Vol 1 (5) ◽  
pp. 591-597
Author(s):  
Alfyananda Kurnia Putra ◽  
Muhammad Naufal Islam ◽  
Dian Ahmad Sasmito ◽  
Alfa Yusrotin

Learning during the Covid-19 pandemic caused learning activity to be online and causes student’s boredom in Geography. Therefore, teachers must integrating the technology in learning process, with mobile learning (M-Learning) based on mobile context aware systems (MCAS). The study purpose is to determine student’s opinions about implementation of MCAS based M-Learning during the pandemic. This research is a descriptive qualitative with a mix method approach used collection techniques field research and literature study. The results showed that students had a positive opinion regarding the implementation of MCAS based M-Learning during the pandemic, with an average score of 3.40-3.70 out of 4.00. Pembelajaran pada masa pandemi Covid-19 menyebabkan pembelajaran menjadi online sehingga menyebabkan terjadinya kejenuhan siswa dalam proses pembelajaran Geografi. Oleh karena itu, guru harus mampu mengintegrasikan teknologi dalam pembelajaran, melalui mobile learning (M-Learning) berbasis mobile context aware systems (MCAS). Penelitian ini bertujuan mengetahui opini siswa dalam penerapan M-Learning berbasis MCAS pada masa pandemi. Jenis penelitian ini termasuk kualitatif deskriptif dengan pendekatan mix method serta teknik pengumpulan data berupa penelitian lapangan serta studi kepustakaan. Hasil penelitian menunjukkan bahwa siswa memiliki opini positif terkait implementasi M-Learning berbasis MCAS pada masa pandemi, dengan perolehan skor rata-rata skor 3,40-3,70 dari 4,00.

2018 ◽  
Vol 2 (2) ◽  
pp. 225
Author(s):  
Titik Umiyati

Abstrak:Tujuan penelitian ini adalah untuk mengkaji proses pembelajaran matematika danmenganalisis peningkatan prestasi belajar melalui permainan mistar bilangan. Metodepenelitian yang digunakanadalah penelitian tindakan kelas yang dilaksanakan sebanyak 2siklus. Subjek penelitian ini adalah siswa kelas IV SD Negeri 2 Temengeng Kabupaten Blorapada semester 2 tahun pelajaran 2014/2015. Teknikanalisis yang digunakandeskriptifkomparatif, yaitu membandingkan data hasil antara prasiklus, siklus I, dan siklus II. Hasilpenelitian yang dilaksanakan 2 siklus menunjukkan bahwa proses pembelajaran matematikadengan menggunakan permainan mistar bilangan sangat menyenangkan siswa, sehinggaaktivitas pembelajaran meningkat dari 62,5 menjadi 84,5. Hasil belajar siswa juga meningkatditandai hasil siklus I nilai rata-rata kelas 60,48 dan ketuntasan mencapai 57,10%. Siklus IInilai rata-rata kelas 75,24 dan ketuntasan 85,70%. Simpulan penelitian ini adalah pembelajaranmatematika tentang penjumlahan dan pengurangan bilangan bulat melalui permainan mistarbilangan dapat meningkatkan aktivitas pembelajaran dan hasil belajar menunjukkan semuasiswa berminat dalam melaksanakan tugas dan memperoleh pengalaman yang menyenangkandalam permainan mistar bilangan. Abstract:The purpose of this research is to study the learningprocess ofmath and analyseincreasing of learning achievement through rulernumbers game. The method usedin thisresearch is class action which is done in2 cycles. The subject of the research are fourth gradestudents of Number 2 PublicElementary Schoolat Temengeng, Blora district in second semesterof the school year 2014/2015. The analysetechnicusedby comparingthe data from precycle,first cycle and second cycle. The results of the research that is done two cycles indicate thatmath learning process by using ruler numbers game can make the students feel pleased sothatlearning activities increase from 62.5 to 84.5. The results of student learning alsoincrease,it can be showed from the average score of the first cycle is 60.48 and the completeness scorereaches57.1%. The average score of thesecond cycle is 75.24 and the completeness scorereaches 85.7%. The conclusion of the research ismath learning about addition and deductionof integer through ruler numbers game can improve learning activity and the results of studentlearning show that all students are interested to obtain the task and get moreenjoyableexperience in using rulernumbers game.


Author(s):  
Darren Black ◽  
Nils Jakob Clemmensen ◽  
Mikael B. Skov

Shopping in the real world is becoming an increasingly interactive experience as stores integrate various technologies to support shoppers. Based on an empirical study of supermarket shoppers, the authors designed a mobile context-aware system called the Context-Aware Shopping Trolley (CAST). The purpose of CAST is to support shopping in supermarkets through context-awareness and acquiring user attention, thus, the authors’ interactive trolley guides and directs shoppers in the handling and finding of groceries. An empirical evaluation showed that shoppers using CAST behaved differently than shoppers using a traditional trolley. Specifically, shoppers using CAST exhibited a more uniform pattern of product collection and found products more easily while travelling a shorter distance. As such, the study finds that CAST supported the supermarket shopping activity.


Author(s):  
Jane Yin-Kim Yau ◽  
Mike Joy

Mobile learning applications can be categorized into four generations – ‘non-adaptive’, ‘learning-preferences’-based adaptive, ‘learning-contexts’-based adaptive and ‘learning-contexts’-aware adaptive. The research on our Mobile Context-aware and Adaptive Learning Schedule framework is motivated by some of the challenges within the context-aware mobile learning field. These include being able to create and enhance students’ learning opportunities in different locations by considering different learning contexts and using these as the basis for selecting appropriate learning materials for students. The authors have adopted a pedagogical approach for evaluating this framework – an exploratory interview study with potential users consisting of 37 university students. The authors targeted primarily undergraduate computing students, as well as students within other departments and postgraduate students, so that a deep analysis of a wider variety of users’ thoughts regarding the framework can be gained. The observed interview feedback gives us insights into the use of a pedagogical m-learning suggestion framework deploying a learning schedule subject to the five proposed learning contexts. Their data analysis is described and interpreted leading to a personalized suggestion mechanism for each learner and each scenario, and a proposed model for describing mobile learning preferences dimensions.


2017 ◽  
Vol 15 (2) ◽  
pp. 123
Author(s):  
Hudiana Hernawan

This research was based on the phenomenon that the learning that has been done was not optimal to raise the understanding in studying the microbiology subject, it is indicated by the numbers of the students who have not been able to reach the expected learning result. It showed that the learning process of Microbiology subject needs to be developed with different approach, that is by using the application of mobile learning based HTML5 . The aim of this research is to figure out: the use of mobile learning based HTML5 in improving students understanding in Microbiology course. The result of this research can be concluded that the average of pretest and posttest score in experiment class was 54,77 and 79,96 with normalized gain value is 0.56 (medium category). While in the control class the average pretest and posttest score was 39.96 and 61.19 with normalized gain value is 0.35 (medium category). There was different average score on posttest and increase understanding of students who used mobile learning based HTML5 application on real higher than the students who studied in conventional learning method.


2010 ◽  
Vol 2 (3) ◽  
pp. 31-43 ◽  
Author(s):  
Darren Black ◽  
Nils Jakob Clemmensen ◽  
Mikael B. Skov

Shopping in the real world is becoming an increasingly interactive experience as stores integrate various technologies to support shoppers. Based on an empirical study of supermarket shoppers, the authors designed a mobile context-aware system called the Context-Aware Shopping Trolley (CAST). The purpose of CAST is to support shopping in supermarkets through context-awareness and acquiring user attention, thus, the authors’ interactive trolley guides and directs shoppers in the handling and finding of groceries. An empirical evaluation showed that shoppers using CAST behaved differently than shoppers using a traditional trolley. Specifically, shoppers using CAST exhibited a more uniform pattern of product collection and found products more easily while travelling a shorter distance. As such, the study finds that CAST supported the supermarket shopping activity.


2018 ◽  
Vol 2 (2) ◽  
pp. 225-246
Author(s):  
Titik Umiyati

Abstrak:Tujuan penelitian ini adalah untuk mengkaji proses pembelajaran matematika danmenganalisis peningkatan prestasi belajar melalui permainan mistar bilangan. Metodepenelitian yang digunakanadalah penelitian tindakan kelas yang dilaksanakan sebanyak 2siklus. Subjek penelitian ini adalah siswa kelas IV SD Negeri 2 Temengeng Kabupaten Blorapada semester 2 tahun pelajaran 2014/2015. Teknikanalisis yang digunakandeskriptifkomparatif, yaitu membandingkan data hasil antara prasiklus, siklus I, dan siklus II. Hasilpenelitian yang dilaksanakan 2 siklus menunjukkan bahwa proses pembelajaran matematikadengan menggunakan permainan mistar bilangan sangat menyenangkan siswa, sehinggaaktivitas pembelajaran meningkat dari 62,5 menjadi 84,5. Hasil belajar siswa juga meningkatditandai hasil siklus I nilai rata-rata kelas 60,48 dan ketuntasan mencapai 57,10%. Siklus IInilai rata-rata kelas 75,24 dan ketuntasan 85,70%. Simpulan penelitian ini adalah pembelajaranmatematika tentang penjumlahan dan pengurangan bilangan bulat melalui permainan mistarbilangan dapat meningkatkan aktivitas pembelajaran dan hasil belajar menunjukkan semuasiswa berminat dalam melaksanakan tugas dan memperoleh pengalaman yang menyenangkandalam permainan mistar bilangan. Abstract:The purpose of this research is to study the learningprocess ofmath and analyseincreasing of learning achievement through rulernumbers game. The method usedin thisresearch is class action which is done in2 cycles. The subject of the research are fourth gradestudents of Number 2 PublicElementary Schoolat Temengeng, Blora district in second semesterof the school year 2014/2015. The analysetechnicusedby comparingthe data from precycle,first cycle and second cycle. The results of the research that is done two cycles indicate thatmath learning process by using ruler numbers game can make the students feel pleased sothatlearning activities increase from 62.5 to 84.5. The results of student learning alsoincrease,it can be showed from the average score of the first cycle is 60.48 and the completeness scorereaches57.1%. The average score of thesecond cycle is 75.24 and the completeness scorereaches 85.7%. The conclusion of the research ismath learning about addition and deductionof integer through ruler numbers game can improve learning activity and the results of studentlearning show that all students are interested to obtain the task and get moreenjoyableexperience in using rulernumbers game.


2016 ◽  
pp. 798-820
Author(s):  
Luca Cagliero

Mobile context-aware systems focus on adapting mobile service provisions to the actual user needs. They offer personalized services based on the context in which mobile users' requests have been submitted. Since contextual information changes over time, the application of established itemset change mining algorithms to context-aware data is an appealing research issue. Change itemset discovery focuses on discovering patterns which represent the temporal evolution of frequent itemsets in consecutive time periods. However, the sparseness of the analyzed data may bias the extraction process, because itemsets are likely to become infrequent at certain time periods. This chapter presents ConChI, a novel context-aware system that performs change itemset mining from context-aware data with the aim at supporting mobile expert decisions. To counteract data sparseness itemset change mining is driven by an analyst-provided taxonomy which allows analyzing data correlation changes at different abstraction levels. In particular, taxonomy is exploited to represent the knowledge that becomes infrequent in certain time periods by means of high level (generalized) itemsets. Experiments performed on real contextual data coming from a mobile application show the effectiveness of the proposed system in supporting mobile user and service profiling.


Author(s):  
Luca Cagliero

Mobile context-aware systems focus on adapting mobile service provisions to the actual user needs. They offer personalized services based on the context in which mobile users’ requests have been submitted. Since contextual information changes over time, the application of established itemset change mining algorithms to context-aware data is an appealing research issue. Change itemset discovery focuses on discovering patterns which represent the temporal evolution of frequent itemsets in consecutive time periods. However, the sparseness of the analyzed data may bias the extraction process, because itemsets are likely to become infrequent at certain time periods. This chapter presents ConChI, a novel context-aware system that performs change itemset mining from context-aware data with the aim at supporting mobile expert decisions. To counteract data sparseness itemset change mining is driven by an analyst-provided taxonomy which allows analyzing data correlation changes at different abstraction levels. In particular, taxonomy is exploited to represent the knowledge that becomes infrequent in certain time periods by means of high level (generalized) itemsets. Experiments performed on real contextual data coming from a mobile application show the effectiveness of the proposed system in supporting mobile user and service profiling.


2018 ◽  
Vol 2 (2) ◽  
pp. 225-246
Author(s):  
Titik Umiyati

AbstrakTujuan penelitian ini adalah untuk mengkaji proses pembelajaran matematika dan menganalisis peningkatan prestasi belajar melalui permainan mistar bilangan. Metode penelitian yang digunakanadalah penelitian tindakan kelas yang dilaksanakan sebanyak 2 siklus. Subjek penelitian ini adalah siswa kelas IV SD Negeri 2 Temengeng Kabupaten Blora pada semester 2 tahun pelajaran 2014/2015. Teknikanalisis yang digunakandeskriptif komparatif, yaitu membandingkan data hasil antara prasiklus, siklus I, dan siklus II. Hasil penelitian yang dilaksanakan 2 siklus menunjukkan bahwa proses pembelajaran matematika dengan menggunakan permainan mistar bilangan sangat menyenangkan siswa, sehingga aktivitas pembelajaran meningkat dari 62,5 menjadi 84,5. Hasil belajar siswa juga meningkat ditandai hasil siklus I nilai rata-rata kelas 60,48 dan ketuntasan mencapai 57,10%. Siklus II nilai rata-rata kelas 75,24 dan ketuntasan 85,70%. Simpulan penelitian ini adalah pembelajaran matematika tentang penjumlahan dan pengurangan bilangan bulat melalui permainan mistar bilangan dapat meningkatkan aktivitas pembelajaran dan hasil belajar menunjukkan semua siswa berminat dalam melaksanakan tugas dan memperoleh pengalaman yang menyenangkan dalam permainan mistar bilangan. AbstractAbstract: The purpose of this research is to study the learningprocess ofmath and analyse increasing of learning achievement through rulernumbers game. The method usedin this research is class action which is done in2 cycles. The subject of the research are fourth grade students of Number 2 PublicElementary Schoolat Temengeng, Blora district in second semester of the school year 2014/2015. The analysetechnicusedby comparingthe data from precycle, first cycle and second cycle. The results of the research that is done two cycles indicate that math learning process by using ruler numbers game can make the students feel pleased so thatlearning activities increase from 62.5 to 84.5. The results of student learning alsoincrease, it can be showed from the average score of the first cycle is 60.48 and the completeness score reaches57.1%. The average score of thesecond cycle is 75.24 and the completeness score reaches 85.7%. The conclusion of the research ismath learning about addition and deduction of integer through ruler numbers game can improve learning activity and the results of student learning show that all students are interested to obtain the task and get moreenjoyable experience in using rulernumbers game.  


Sign in / Sign up

Export Citation Format

Share Document