Becoming a Workplace IT Instructor from an IT Expert who Strived to Combine Working and Learning

2018 ◽  
Vol 4 (3) ◽  
pp. 89-121
Author(s):  
Seongsuk Oh ◽  
◽  
Youngcook Jun ◽  
Keyword(s):  
2020 ◽  
Vol 4 (2) ◽  
pp. 152-162
Author(s):  
G.A.P. Suprianti ◽  

In this global era, everything changes into technology-based likewise teaching method. In teaching, technology can be used as teaching variation and this study was aimed to develop technology-based English language learning media for sixth grade elementary students by using Powtoon animation video. This study’s objectives was for developing the prototype product. This study used Design and Development (D&D) method by three steps based on ADDIE model. The stages are analysis, design, develop. Since the steps used were only three, then the product was only in the form of prototype product. In order to develop the prototype product, need analysis, designing the product based on the analysis, and then development were done. The product was quantitatively analyzed by using expert judgment. The result of the experts judgment showed that the prototype product was categorized as an excellent media after some revisions and suggestions from material and IT expert.


2020 ◽  
Vol 188 ◽  
pp. 00001
Author(s):  
Abdi Prasetyo ◽  
Hestiasari Rante ◽  
Dwi Susanto ◽  
Aliv Faizal Muhammad ◽  
Michael Lund

Participatory design is a method that involves stakeholders in each design process, from the beginning to the end of the process. This method focuses on the opinions expressed by the participants. This method refers to Scandinavian method of participatory design. This paper presents how to build an animated comic website that fits the needs of end user. The main participants are the 11th grade students of SMAN 3 Lamongan in East Java, Indonesia, and supported by the history teacher and an IT expert.


2005 ◽  
Vol 10 (48) ◽  
Author(s):  

Applications are being invited for the post of information technology expert at the ECDC in Stockholm


2010 ◽  
Vol 34-35 ◽  
pp. 1911-1915
Author(s):  
Jun Tang

Because the web is not only the platform for information exchange but also the computational platform based on JavaScript engine, every computer having installed modern browser on the Internet can easily access the web and execute some JavaScript programs. Under above conditions, we develop a lightweight distributed computing system based on the web and JavaScript technologies. Our system plays an intermediary role between the IT expert who has to solve large-scale computational problem and end users on the Internet. In the other words, people could easily cooperate with each other to finish complicated computational problem through the support of our system.


2016 ◽  
Vol 1 (1) ◽  
Author(s):  
Sunarti Sunarti ◽  
Selly Rahmawati ◽  
Setia Wardani

Abstrak: Tujuan Penelitian ini untuk mengetahui pengembangan media pembelajaran berbasis game yang menarik dan mengetahui perbedaan motivasi dan prestasi belajar dengan media tersebut. Metode penelitian yang digunakan adalah penelitian pengembangan. Hasil pengembangan divalidasi oleh pakar media dan IT, sedangkan validasi materi dan tes evaluasi game dilakukan oleh ahli materi bahasa indonesia dan PKn. Instrumen pengumpulan data yang dipakai adalah angket dan tes. Teknik analisis data yang digunakan adalah teknik analisis statistik inferensial yaitu Mann-Whitney U-Test. Berdasarkan hasil penelitian dapat disimpulkan sebagai beikut. (1) Pengembangan media game yang menarik dilakukan dengan mengembangkan design game petualangan si Bolang. (2) Tidak ada perbedaan signifikan prestasi belajar dengan media game dan gambar. (3) Ada perbedaan signifikan motivasi belajar dengan media game dan gambar. (4) Media game lebih efektif untuk meningkatan motivasi belajar dibandingkan dengan media gambar.Kata Kunci: game petualangan “Si Bolang”, prestasi hasil belajar, motivasi belajar DEVELOPING A GAME CALLED “PETUALANGAN SI BOLANG” AS THE THEMATICS LEARNING MEDIA TO IMPROVE THE FIFTH GRADE STUDENTS’ MOTIVATION AND LEARNING ACHIEVEMENT Abstract: This study was aimed to develop an interesting game-based teaching media and to find out the difference in the motivation and learning achievement of the students taught using the media. This study used the research and development model. The product was validated by a media and IT expert, while the validation of the materials and the evaluation of the game was done by content experts at Indonesian and Civic education. The instruments used were questionnaires and tests. The data were analyzed using the inferential statistical analysis, that Mann-Whitney U-Test. The findings showed that (1) the development of an interesting game media was carried out by developing a game called “Petualangan si Bolang”; (2) There was no significant difference in the learning achievement of the students taught using a game and those taught using pictures; (3) There was no significant difference in the learning motivation of the students taught using a game and those taught using pictures; (4) the game media was more effective to improve the learning motivation than the picture media. Keywords: game “Petualangan Si Bolang”, students’ learning achievement, students’ motivation


Author(s):  
K. Anders Ericsson

How do I do it? Expert Practice helps you improve your skills—no matter what it is you're trying to master. There are three steps you follow in order, and then repeat, repeat, repeat: First, identify a specific sub-skill that incrementally challenges you. Second, practice that skill with full effort. Third, seek feedback on what you could do better. How does it work? The opposite of Expert Practice is mindless practice—just going through the motions without a real goal in mind, without concentration, and without meaningful feedback on how you can improve. When you practice like an expert, you make the most of your practice time. The same three-step process applies whether you want to become a better trumpet player, a better writer, or a better student.


2021 ◽  
Vol 5 (1) ◽  
pp. 122
Author(s):  
Indah Miftahul Umam ◽  
Siti Sulaikho

This research aims to know the properness of Ispringsuite based android system in Fiqh Material for The first grade in MTSN 14 Megaluh, Jombang. This research using Design-Based Research in Brog and Gall Approach. The research Instrument is formed as questionnaire validation of Material expert, linguistic expert, IT expert. On the other hand, there is also questionnaire validation for students respons. The assessment is conducted by classroom mean Score, Likert Scale. The result from a material expert is 81, 91% which claim as extremely proper, from the linguistic expert is 80,25% which named by very good. Besides, the score from IT experts is 70,61% which state as an appropriate category. And the score from the students is around 90%, Which state is highly proper. In conclusion, Ispring suite Learning Media based Android System in Fiqh Material is Proper to use.  


2019 ◽  
Vol 7 (1) ◽  
Author(s):  
Corie Mei Hellyana ◽  
Ina Maryani ◽  
Eva Argarini Pratama

Abstrak - Kalkun merupakan sejenis unggas yang memiliki ukuran lebih besar yang berasal dari ordo Galliformes, genus Meleagris bukanlah hewan asli Indonesia. Dikarenakan kalkun mempunyai nilai jual tinggi terutama dagingnya yang berprotein tinggi dan rendah lemak serta kolesterol, maka kalkun mulai dibudidayakan di Indonesia. Banyak peternak kalkun menganggap bahwa penyakit yang menyerang kalkun sama dengan hewan unggas yang lain, hal ini yang menyebabkan tingkat pendapatan peternak menjadi berkurang/merosot. Dengan semakin majunya perkembangan teknologi, banyak aplikasi yang sudah diterapkan untuk dapat menyelesaikan suatu masalah salah satunya dengan menggunakaan. Sistem pakar dibuat untuk dapat menyelesaikan masalah tanpa harus mendatangkan ahli/pakarnya. Dalam penelitian ini, digunakan metode forward chaining (runtut maju) dimana proses dimulai dari pencarian premis atau data masukan yang berupa gejala sehingga didapat kesimpulan penyakit pada kalkun serta memberikan solusi mengenai pencegahan dan pengobatan berdasarkan gejala-gejala yang telah teramati. Jenis penyakit yang akan didiagnosis sebanyak 10 penyakit dengan jumlah gejala penyakit sebanyak 14 gejala.Kata kunci : penyakit kalkun, sistem pakar, forward chainingAbstract -Turkey is a type of bird that has a larger size that comes from the order Galliformes, the genus Meleagris is not native to Indonesia. Because turkey has a high selling value, especially high-protein and low-fat meat and cholesterol, turkeys are cultivated in Indonesia. Many turkey breeders consider that diseases that attack turkeys are the same as other poultry animals, which causes the farmer's income levels to decrease/decline. With the increasingly advanced development of technology, many applications have been implemented to solve a problem, one of them is by using it. Expert systems are made to solve problems without having to bring in experts/experts. In this study, a forward chaining method was used in which the process starts from the search for premise or input data in the form of symptoms so that conclusions can be reached on turkeys and provide solutions for prevention and treatment based on observed symptoms. The types of diseases that will be diagnosed are 10 diseases with 14 symptoms of the disease.Keywords: turkey, expert system, forward chaining


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