The Infusion Speech Skeleton Application (Apps) Concept as A Teaching Medium for Office Management & Technology (OMT) Students

2021 ◽  
Vol 7 (2) ◽  
pp. 61
Author(s):  
Shamsinar Ibrahim ◽  
Nurliyana Abas ◽  
Norhafiza Hashim ◽  
Syahrini Shawalluddin

This research aims to employ Apps in public speaking courses to facilitate OMT students’ learning process with simplified speech draft development versions. The Apps development was categorised into two divisions: (i) content and (ii) design and concept. Specifically, Apps content served to complement OMT students’ requirements while Apps design and concept encompassed interactive designs and waterfall models. Additionally, Analysis, Design, Development, Implementation, and Evaluation (ADDIE) and focus group discussion (FGD) were incorporated as research methodologies. Although App utilisation was presented in multiple educational courses, this study pioneered App development and implementation in the public speaking courses in line with non-communication (OMT ) student needs.

2020 ◽  
Vol 8 (2) ◽  
pp. 923-930
Author(s):  
Shamsinar Ibrahim ◽  
Nurliyana Abas ◽  
Norhafiza Hashim ◽  
Syahrini Shawalluddin

Purpose of the study: This study aimed to utilize the usage of App in Public Speaking course to ease and engage students of Office Management & Technology (OMT) in their learning experience by providing the simplified version of speech draft development. Methodology: The development of the App divided into two divisions, (a) the App content and, (b) the App design and concept. The content of the App was from the main textbook, simplified to serve the needs of OMT students, whereas the Apps’ design and concept were based on interactive design and waterfall models. Analysis, Design, Development, Implementation, and Evaluation (ADDIE) and Focus Group were also included. Main Findings: The Infusion Speech Skeleton App is projected to be a vital platform for students to improve their understanding of the course. The App is also expected to improve students’ performance particularly those who have trouble comprehending speech draft development. Applications of this study: Because the App is mainly developed with OMT students in the loop, most of the settings will be in OMT students’ favors. However, the Apps also can be beneficial to those taking literature, and other communications studies for basic reference. Novelty/Originality of this study: The App usage in learning was introduced in many courses, however, to our best knowledge this is the first attempt of App development and implementation in the course of public speaking, focusing on the need for non-communication students, OMT students.


2019 ◽  
Vol 9 (3) ◽  
pp. 1-7
Author(s):  
Yulia Fatma ◽  
Regiolina Hayami ◽  
Arif Budiman ◽  
Yoze Rizki

Abstract Riau has many new tourist attractions that are no less attractive to tourist attractions that are already well-known in other regions of Indonesia, but are not widely known by domestic and foreign tourists. So far, the promotion of tourist attractions is only based on writing and photos of one side that is less interactive. Increasing the promotion of tourism locations is needed to increase the interest of tourists to visit the place. One effort that can be done in the development of media promotion of tourist attractions is to use current technological developments, such as a Virtual Tour application. Virtual Reality (VR) application which is designed to be used as a medium of information and tourism promotion in Riau province. The impression of a virtual reality tour using 360°degree photos makes users feel as if they are in the environment. The research method used is the ADDIE development model which consists of five stages which include analysis, design, development, implementation and evaluation. The sample data was used as many as 18 tourism sites taken from 3 districts namely Pekanbaru City, Kampar and Rokan Hulu. Based on the results of the study obtained all the functions of the application run well and are expected to help tourists and the public provide information about the location of tourist attractions and can increase the potential of tourism in the province of Riau, especially Pekanbaru City. Keywords: virtual reality tour, promotion, tourism, riau, android Abstrak Riau memiliki banyak tempat – tempat wisata baru yang tidak kalah menariknya dengan tempat wisata yang sudah terkenal di daerah lainnya di Indonesia, tetapi belum banyak diketahui oleh wisatawan domestik maupun mancanegara. Selama ini promosi tempat wisata hanya berdasarkan tulisan dan foto satu sisi yang kurang interaktif. Meningkatkan promosi lokasi pariwisata diperlukan untuk meningkatkan minat wisatawan untuk berkunjung ke tempat tersebut. Salah satu upaya yang dapat dilakukan dalam pengembangan media promosi tempat wisata adalah dengan menggunakan perkembangan teknologi saat ini, seperti sebuah aplikasi Virtual Tour. Aplikasi Virtual Reality (VR) yang dirancang digunakan sebagai media informasi dan promosi pariwisata provinsi Riau. Kesan virtual tour reality menggunakan foto 360° derajat membuat pengguna dapat merasa seolah-olah berada di dalam lingkungan tersebut. Metode penelitian yang digunakan adalah Model pengembangan  ADDIE yang terdiri dari lima tahapan yang meliputi analisis, desain, pengembangan, implementasi dan evaluasi. Data sampel digunakan sebanyak 18 tempat pariwisata yang diambil dari 3 kabupaten yaitu Kota Pekanbaru, Kampar dan Rokan Hulu. Berdasarkan hasil penelitian didapat semua fungsi aplikasi berjalan dengan baik dan diharapkan dapat membantu wisatawan serta masyarakat memberikan informasi tentang lokasi tempat wisata dan dapat meningkatkan potensi pariwisata di propinsi Riau khususnya Kota Pekanbaru. Kata kunci: virtual tour reality, promosi, pariwisata, riau, android.


2021 ◽  
Vol 1 (2) ◽  
pp. 73-77
Author(s):  
Hairunnisa Hairunnisa ◽  
Irsalinda Wesa Nurrahim ◽  
Shiba Syahidah Syahidah ◽  
Ahmad Naufal Rifaldi ◽  
Muhammad Naufal Al-Hadad

Mahasiswa S1 Psikologi merupakan bagian dari masa depan bangsa yang diharapkan mampu memberikan teladan dalam kepemimpinan di masyarakat luas. Setiap prilaku dan ucapan yang disampaikan diharapkan menjadi contoh dan teladan yang baik untuk masyarakatnya. Agar hal tersebut terlaksana dengan baik maka diperlukan dan menjadi keharusan untuk dibekali keterampilan berbicara yang baik dan santun, sehingga mereka mampu menjadi tenaga-tenaga pamong yang handal, kompeten, tangguh dan professional dalam menangani permasalahan-permasalahan masyarakat dan memberikan pelayanan kepada public. Strategi yang digunakan dalam kegiatan pelatihan Public Speaking untuk profesi psikologi ini ialah menggunakan Focus Group Discussion (FGD). FGD itu sendiri ialah diskusi terfokus dari suatu grup dalam membahas suatu masalah tertentu. Diharapkan setelah ini Mahasiswa mendapatkan manfaat secara komprehensif dalam keterampilan dasar dan lanjutan untuk penerapan kepiawaian berbicara yang baik dan santun dihadapan public sehingga menjadi motivator/interest rekan sejawat di lingkungan kampus.    Kata Kunci : Profesi Psikologi, Ilmu komunikasi, Public Speaking Abstract: Undergraduate Psychology students are part of the nation's future who are expected to be able to provide role models in leadership in the wider community. Every behavior and speech conveyed is expected to be a good example and role model for the community. In order for this to be carried out properly, it is necessary and imperative to be equipped with good and polite speaking skills, so that they are able to become reliable, competent, tough and professional civil servants in dealing with community problems and providing services to the public. The strategy used in the Public Speaking training for the psychology profession is to use a Focus Group Discussion (FGD). FGD itself is a focused discussion of a group in discussing a particular problem. It is hoped that after this students will get comprehensive benefits in basic and advanced skills for the application of good and polite speaking skills in front of the public so that it becomes a motivator / interest for colleagues in the campus environment.   Keyword: Profession Psychology, Communication Studies, Public Speaking


Author(s):  
Dodi Agustian ◽  
Lolyta Prima Wardiana ◽  
Herman M. Kaharmen

Daily Pre-Trip Inspection is an activity of checking vehicle (rampcheck) conducted before the vehicleoperate in highway. Perum PPD is one of the Public Company in the field of transport Jabodetabekarea. Many communities who are passionate about public transport, making the government increasesthe operational bus to Perum PPD 400 units in the year 2015. With the number of vehicles inoperation, also needed an efficient time on checking system. With the Daily Pre-Trip Inspection-basedwebsite as a new innovation in the checking system is expected to help the system of data collectionand storage of secure data quickly and accurately.In the process of the website using the R & D(Research and Development), which includes the analysis, design, development, implementation andevaluation using a MySQL database and PHP programming. The functionality of this website for theimportation, storage and report generation data checks the vehicle with 4 menu main menu; datainput, print the data, setting data and user profile settings.With a system of checks Daily Pre-TripInspection web-based, can facilitate the distribution of data and improve the effectiveness of time.


2021 ◽  
Vol 14 (1) ◽  
pp. 01
Author(s):  
Nawwar Raihan Alias ◽  
Nurulhuda Abd Rahman

The aim of this study was to develop Pascal Principle teaching and learning activities using the STEM approach and to determine the content validity and undergraduate Physics students’ perception of the activities. This study was a developmental research using ADDIE (Analysis, Design, Development, Implementation, and Evaluation) model to develop the activities. The population was 135 physics undergraduates in their fifth and seventh semester of study from one of the public universities in Malaysia. Data was collected using a questionnaire that was adapted from a standardised instrument and that was distributed using Google Form to the population together with a link to the activities. The response rate was 29.6% (40 respondents). Perception data were analysed descriptively using percentage for content, language, design, and interest. Result shows that the experts were 95.5% in agreement about the content validity of the activities. For the perception data, 98.5%, 99.5%, and 99.0% students have positive perceptions towards the content, language, and design, respectively. In addition, 96.3% show interest in the activities. In conclusion, the research succeeded in developing validated teaching and learning activities that use the STEM approach and that were perceived positively by physics undergraduates. The materials for the activities can thus be used as a teaching and learning resource in the classroom.


Konselor ◽  
2016 ◽  
Vol 5 (1) ◽  
pp. 66
Author(s):  
Sarleni Rhepon ◽  
Herman Nirwana ◽  
Marjohan Marjohan

The purpose of this research was to reveal whether the Guidance and Counseling module designed for increasing the students’ self-esteem had been proper in terms of content and appearance, and to describe the usability level of the Guidance and Counseling module to increase the students’ self-esteem. This research applied ADDIE (Analysis, Design, Development, Implementation, and Evaluation) model. The subjects of the research consisted of 6 experts to see the properness of the module and 3 Guidance and Counseling teachers to see the usability level of the module. This research was conducted by trying out the product and through Focus Group Discussion (FGD). The data of the research were analyzed by using descriptive statistic analysis and inferensial statistic. Based on these results, in general, the prototype of Guidance and Counseling module designed for increasing the students’ self-esteem had been proper and could be used by the Guidance and Counseling teachers to increase the students’ self-esteem.


Author(s):  
Bayu Kurniawan ◽  
Idris Idris ◽  
Agus Purnomo ◽  
Agung Wiradimadja ◽  
Sukamto Sukamto

This study aims to develop a learning design based on student broadcasting to enhance student’s experiential skill. It provides alternative learning design for lecturer of Indonesia history and culture through the use of information technology, especially using video broadcasting in obtaining learning activities and experiences. This research used an ADDIE model—an interactive learning processes model which consists of Analysis, Design, Development, Implementation, and Evaluation. Based on some validations and implementation tests during the learning design process, it was found that the learning design product was considered feasible to be implemented into a learning product and provided some soft skill to the student in news coverage, public speaking, editing video, and other experimental skills. It also gave field experiences to enrich student’s creativity in the learning process by students broadcasting design on Indonesian history and culture course.


2021 ◽  
Vol 6 (1) ◽  
pp. 16-25
Author(s):  
Muhammad Zamroni Uska ◽  
Rasyid Hardi Wirasasmita ◽  
Baiq Desi Dwi Arianti ◽  
Yosi Nur Kholisho ◽  
Muhammad Djamaluddin ◽  
...  

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.


Author(s):  
Shinta Adhya Nurpiena ◽  
Endar Suprih Wihidayat ◽  
Aris Budianto

<p>Problems that occur in learning Indonesian sign language, especially for the Solo area, are the scarcity of opening sign language classes for the public and the limited use of instructional media. To overcome this problem, an Android-based sign language learning media application was developed with the ADDIE research method. ADDIE method, namely analysis, design, development, implementation and evaluation. This research will focus on the feasibility test of the application of learning media by using the indicators on the ISO 25010, standard that is used to test the feasibility of the software. The aspects tested are functional suitability, usability aspects, portability aspects and validation by material experts and media experts. The results of the feasibility test obtained, for the functional suitability test 100%, usability test 83.2%, 100% portability test, 100% material expert test and 93% media expert and it can be concluded that the application of sign language learning media is feasible to use.</p>


2019 ◽  
Vol 3 (1) ◽  
pp. 70-80
Author(s):  
Sri Ayu Harani Tanjung ◽  
Yuli Amalia

Bahan ajar dikembangkan berdasarkan karakteristik siswa, sehingga kompetensi yang ditetapkan dapat dicapai. Secara umum kemampuan pemecahan masalah siswa masih sangat rendah, siswa belum bisa memahami soal, sehingga terkendala dalam menentukan model penyelesaian soal matematika. Penelitian ini bertujuan untuk mendeskripsikan kevalidan, keefektifan, dan respon siswa terhadap bahan ajar berbasis Problem Based Learning berkemampuan pemecahan masalah yang dikembangkan. Penelitian ini merupakan penelitian pengembangan dengan menggunakan model ADDIE yaitu Analysis, Design, Development, Implementation, dan Evaluation. Subjek Penelitan dalam penelitian ini adalah siswa SMA Negeri 1 Meureubo kelas X Mia2 sebanyak 23 siswa. Instrumen penelitian berupa lembar validasi, angket respon siswa, dan tes. Dari hasil uji coba, pada uji coba I dan II diperoleh bahan ajar berbasis Problem Based Learning yang dikembangkan efektif ditinjau dari 70% siswa yang mengikuti tes kemampuan pemecahan masalah memperoleh nilai minimal 75 dan tercapainya ketuntasan belajar tes kemampuan pemecahan masalah  75% dan respon positif siswa terhadap bahan ajar berbasis Problem Based Learning untuk kemampuan pemecahan masalah yang dikembangkan. Teaching materials are developed based on the characteristics of students, so that the specified competencies can be achieved. In general, students' problem solving abilities are still very low, students have not been able to understand the problem, so it is constrained in determining the mathematical problem solving model. This study aims to describe the validity, effectiveness, and response of students to Problem Based Learning-based teaching materials that are problem-solving skills developed. This research is a development research using ADDIE models namely Analysis, Design, Development, Implementation, and Evaluation. The research subjects in this study were 23 students of Meureubo High School 1 in class Mia2 as many as 23 students. The research instruments were validation sheets, student response questionnaires, and tests. From the results of the trials, in the first and second trials obtained teaching materials based on Problem Based Learning that were developed effectively in terms of 70% of students taking the test of problem solving skills obtained a minimum score of 75 and achievement of learning completeness 75% problem solving ability tests and positive responses for Problem Based Learning based teaching materials for problem solving abilities developed.


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