scholarly journals ANALISIS PEMBELAJARAN ALGORITMA PEMROGRAMAN BERBASIS APLIKASI WEB

2021 ◽  
Author(s):  
Muhammad Ainul Razaq

The programming language at this time has become a language that is desirable.In learning programming languages can be done through formal or informaleducation, such as learning online. Online learning has several advantages,including lower costs, more time efficient and can adjust their learning abilities. Ajarin Code was created to assist online students in learning programminglanguages, especially in learning PHP, HMTL, CSS, and MYSQL. In this applicationwill present the discussion material in accordance with the level of understandingof each participant and at the end of the learning is given an online test usingrandomization methods namely Fisher-Yates algorithm. With this algorithm, eachquestion that appears will be different for each participant and when a participantrepeats the test.AbstrakBahasa pemrograman merupakan Bahasa yang paling popular saat ini .Pembelajaran Bahasa pemrograman dapat di lakukan melalui pendidikan formal maupun informalseperti, Lembaga khusus atau pembelajaran secara online. Pembelajaran secara online memeberikan berbagai keunggulan, diantaranya biaya yang lebih murah juga waktu yang fleksible serta setiap peserta dapat menyesuaikan diri dengan kemampuan dan perkembangan pembelajaran yang dibangun oleh para pembelajar online. Dalam memehami Bahasa pemrograman, Khususnya Bahasa pemrograman website yang meliputi PHP, HMTL, CSS Dan MySQL. Aplikasi ini akan memberikan materi yang sesuai dengan level pemahaman peserta dan pada setiap akhir pembelajaran akan di berikan ujian online dengan metode pengacakan soal dengan menggunakan algoritma Fisher-yates .Dengan algoritma ini, maka urutan soal yang dimunculkan akan selalu berbeda dengan setiap peserta dan ketika seorang peserta akan mengulangi ujian. Peserta yang telah menyelesaikan ujian nantinya akan dapat menempuh materi pada level lebih lanjut.

Author(s):  
Tonci Dadic

Tutoring systems for programming help students understand features of target programming languages, and develop their general problem solving skills. Our system guides novices in learning syntax and semantics of programming language, problem decomposition, program design and testing. It is language independent, automatically adjusting course material to the language - subject of learning. Semantic analysis of student’s programs is based on comparison of abstract semantics trees of student’s and model-program. Model-program is coded by innovative programming language describing goals and variants of possible solutions. The notional machine defined by programming language, its verbal description of instruction actions and visualization of program execution, helps students to understand semantics of teaching language. Advancement through the course material controlled by computer teacher supports connection of new concepts to the present student’s knowledge. The system applies distinct teaching strategies to stoppers and movers.


Author(s):  
Wilda Susanti, Et. al.

In this paper, we review the literature related to computer programming learning, where Algorithms and Programming are the topic domains of the Informatics and Computer science clusters. There are 4 competencies in learning outcomes, such as: 1) understand algorithmic concepts; 2) master algorithm concepts and principles; 3) master programming language concepts; and 4) master programming languages and algorithms. The main focus of this review is on beginner programming and topics related to student difficulties in learning programming. Various problems experienced by beginners were identified from the literature to some of the solutions offered by researchers.


Author(s):  
Mamluatul Hani'ah ◽  
◽  
Yogi Kurniawan ◽  
Imam Fahrur Rozi ◽  
◽  
...  

Java programming language is one of the most popular programming languages among IT developers. There are common problems in the beginning learning process such as the installation and configuration process of java software like JDK (Java Development Kit). During the online class session, it takes a lot of time and a large internet data packet to solve this problem. This research proposes a website-based system called livE (online - java Exercise). Students can practice coding and also do exams in real-time, simply by using a web browser and the internet. If lecturers want to make corrections, lecturers do not need to download student answer files. They can directly run the program code from student answers in the livE system. This indicates that the system implementation provides process efficiency in the student's job sheet exercises and lecturer's corrections. The result from the test that has been carried out shows that livE is running as expected. Usability testing shows that users are "totally agree" with system quality.


2019 ◽  
Vol 16 ◽  
Author(s):  
Morteza Alibak ◽  
Hooshang Talebi ◽  
Hamid-Taher Neshat-Doost

Test anxiety is a serious problem for many college students. This study examines the development and validation of the Online Test Anxiety Inventory (OTAI) to evaluate test anxiety among online students. In this study, the OTAI is developed and administered to a sample of 157 postgraduate online students: 77 males and 80 females, aged 22 to 51 years. To design the initial version of the 38-item, Sarason’s Test Anxiety Scale, Abolghsemi’s Test Anxiety Inventory (TAI) and Spielberger’s Test Anxiety Scale were studied, and many interviews were conducted with online learning students who had a high level of test anxiety. Confirmatory Factor Analysis was employed to obtain the Goodness of Fit Indices of the model to the data. The final result is a multidimensional, 18-item OTAI comprised of three factors— online, psychological, and physiological—with a high internal consistency (α = 0.91) and acceptable criterion validity. Concurrent validity was measured by the association of the OTAI and the TAI (r = 0.83).


2020 ◽  
Vol 1 (2) ◽  
pp. 86-97
Author(s):  
Fadillah Ramadhan ◽  
Hendang Setyo Rukmi ◽  
Arif Imran ◽  
Cahyadi Nugraha ◽  
Risdan Ferdiansyah

The rapid development of information technology has made people to have the ability to design software with a programming language. There are quite some engineers who have not mastered programming languages. It happens becausesome people think that developing software with a certain programming language is very difficult. The language is difficult to understand, the accuracy must be precise, and the user is not familiar with the platform. Difficulty in learning programming languages is a problem that is often encountered by university students, vocational students, or employees. This article describes an easy programming language training activity for beginners, namelyVisual Basic for Applications (VBA)-Ms. Excel training.The advantage of this programming language iseasy to operate because manystudentsor employees are very familiar with Ms. Excel so that the adaptation process will be easy. The results of the post-test training that was attended bystudents showed a significant increase in the ability to design programming languages.


Author(s):  
Insan Taufik ◽  
Kana Saputra S ◽  
Debi Yandra Niska

Mengajar matakuliah yang berkaitan dengan Bahasa Pemrograman tidak sama seperti mengajar matakuliah teori atau praktik pada umumnya. Saat di dalam kelas, dosen sering berkeliling menjumpai mahasiswa satu per satu untuk mengamati, menerima keluhan, dan mengoreksi kode program yang dibuat oleh mahasiswa, sehingga waktu untuk praktikum banyak terpakai oleh dosen untuk kegiatan berkeliling dan menjadi tidak efisien untuk proses belajar mengajar. Kesulitan itu juga sangat dirasakan mahasiswa saat pembelajaran dilakukan secara daring (online) akibat pandemic Covid-19. Penelitian ini bertujuan untuk membuat media praktikum berbasis web yang dapat memudahkan mahasiswa dan dosen dalam belajar Bahasa Pemrograman secara daring (online). Model pengembangan menggunakan waterfall yang terdiri dari analisis kebutuhan, desain, pembuatan kode program, pengujian, dan pemeliharaan. Hasil Penelitian menunjukkan bahwa media praktikum Bahasa Pemrograman berbasis web dapat digunakan sebagai opsi dalam pembelajaran bahasa pemrograman tertentu secara daring (online). Teaching programming languages courses is not the same as teaching theoretical or practical courses in general. Lecturers often go around to meet students one by one to serve, receive complaints, and correct program codes made by students. Therefore, a lot of time during the practicum class is used for traveling activities and it becomes inefficient for the learning process. Students also felt this difficulty when doing online learning process because the Covid-19 pandemic. Based on these problems, this study aims to create a web-based practicum media that can make it easier for students and lecturers to learn programming language. This research uses the development of waterfall model which consists of needs analysis, design, programming, testing, and maintenance. The result obtained, the web-based programming language practicum media can be used as an option in learning certain programming languages (online).


2020 ◽  
Author(s):  
Cut Nabilah Damni

AbstrakSoftware komputer atau perangkat lunak komputer merupakan kumpulan instruksi (program atau prosedur) untuk dapat melaksanakan pekerjaan secara otomatis dengan cara mengolah atau memproses kumpulan intruksi (data) yang diberikan. (Yahfizham, 2019 : 19) Sebagian besar dari software komputer dibuat oleh (programmer) dengan menggunakan bahasa pemprograman. Orang yang membuat bahasa pemprograman menuliskan perintah dalam bahasa pemprograman seperti layaknya bahasa yang digunakan oleh orang pada umumnya dalam melakukan perbincangan. Perintah-perintah tersebut dinamakan (source code). Program komputer lainnya dinamakan (compiler) yang digunakan pada (source code) dan kemudian mengubah perintah tersebut kedalam bahasa yang dimengerti oleh komputer lalu hasilnya dinamakan program executable (EXE). Pada dasarnya, komputer selalu memiliki perangkat lunak komputer atau software yang terdiri dari sistem operasi, sistem aplikasi dan bahasa pemograman.AbstractComputer software or computer software is a collection of instructions (programs or procedures) to be able to carry out work automatically by processing or processing the collection of instructions (data) provided. (Yahfizham, 2019: 19) Most of the computer software is made by (programmers) using the programming language. People who make programming languages write commands in the programming language like the language used by people in general in conducting conversation. The commands are called (source code). Other computer programs called (compilers) are used in (source code) and then change the command into a language understood by the computer and the results are called executable programs (EXE). Basically, computers always have computer software or software consisting of operating systems, application systems and programming languages.


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