scholarly journals DEVELOPING BARCORIOUS BASED ANDROID APPLICATION TOWARD EYLS’ ENGLISH VOCABULARY MASTERY: FOCUS ON DESIGN

2018 ◽  
Vol 9 (2) ◽  
pp. 179-189
Author(s):  
Arimuliani Ahmad ◽  
Muhammad Ilyas

It is a big challenge for educator especially for elementary level to stimulate young students to learn English joyful. Vocabulary mastery is the basic concern to be enhanced as spoken an also written. But, the phenomenon is most of students have lack of motivation to learn especially English subject. Many factors influence it which comes from students’ side or teachers’ side such as conventional teaching method and media. As teacher and also scientist, we are called to give contribution to education field to develop an appropriate teaching media for millennial era as now. It is Barcorious Android Application (BAA) which provides audio and visual content which facilitated students’ curious and learning by doing method. There were six stages have been passed to develop this BAA such as need analysis stage, design stage, implementation stage, coding stage, testing stage and packaging stage.

2011 ◽  
Vol 418-420 ◽  
pp. 2182-2185
Author(s):  
Hai Bo Zhang ◽  
Guo Dong Liu ◽  
Hong Miao Zhao

Based on the technology characteristics of CNC system software, the corresponding assurance measures are set for the reliability in design stage, program implementation stage and software testing stage respectively. CNC system software reliability is improved by modularizing program design and structure program design, code review and program readability, using different reliability testing methods. Finally the purpose is accomplished that the whole reliability of CNC system software is improved.


Author(s):  
Citra Ayu Dewi ◽  
Teti Fitri Handayani

The purpose of this study was to determine the validity of the module based on Problem Based Research (PBR) on electrolyte and non-electrolyte solution material. This research is a descriptive qualitative research to assess and obtain chemical modules on electrolyte solution and non-electrolyte material based on Problem Based Research (PBR). Module development in this study follows the three stages of the ADDIE model, namely, the analysis stage (Analyze), the design stage (Design), and the development stage (Development). Data obtained using questionnaires. The results of the expert lecturer validation showed that the module is valid with a percentage of 81.5%. The results of the expert validity test showed a validity percentage of 92.5%. Furthermore, the group trial was limited to 10 students, the responses were obtained that the aspects of language, readability, and appearance of the module were very good. These results indicate that the Problem Based Research (PBR) -based module on electrolyte and non-electrolyte solution material is developed valid to be continued at the implementation stage, and evaluation.


2015 ◽  
Vol 3 (1) ◽  
pp. 44-50
Author(s):  
Astrid Aprillini ◽  
R. Rizal Isnanto ◽  
Rinta Kridalukmana

Currently, to obtain information about fairy tales through a mobile phone is still rare. Readers usually obtain information about fairy tales only through books, CDs or other print media. Of multiple applications on a mobile phone that is only text and images. So the purpose of this study was achieved to help the reader enjoy fairy tales exist in a complicated application without having to read one each one word at story. This study used Luther as a method of multimedia development. There are 6 steps being taken to complete this application, namely the concept stage, design stage, collection materials, manufacture stage, testing stage and distribution. In the testing phase used two kinds of testing, ie testing functions and testing program using the respondents. The results show that “Aplikasi Pembaca Dongeng Anak Indonesia” can display information includes the title story of Indonesian children stories, national origin story, and the story is short but interesting. Can also be a sound and background music on each page of the story based on the story. And the application can be used by users with ease. Based on the results of the questionnaire showed that the data processed 91.76% positive response or included in the category of "Good".


Author(s):  
Arnaldo Marulitua Sinaga ◽  
Yohanssen Pratama ◽  
Felix Oswaldo Siburian ◽  
Kevin J F Pardamaian S

Graphical User Interface or better known as the user interface is the liaison of users with electronic devices such as computers. The Graphical User Interface uses icons, menus, and some other visual indicators to represent the information contained in the interface of the application being used. The Graphical User Interface I must pass the Graphical User Interface Testing stage to ensure that every element in the Graphical User Interface is not an error and by the specified one. Also, we know that Graphical User Interface Testing is a set of activities that aim to test the Graphical User Interface I of the test object to ensure that the Graphical User Interface complies with the specifications specified in the software design document. In this research, we try to compare four Graphical User Interface testing tools which ae: Robotium, Espresso, UI Automator, and Pix2Code. By exploring these 4 testing tools we find out that Pix2code can only identify objects, especially label objects. Pix2code can only meet 3 out of 7 predefined criteria. This indicates that there are still many objects of the android application that Pix2code has not been able to identify. In other words in the Graphical User Interface testing section, pix2code can play a role in identifying each object contained in the application and can be done at the design stage. The result that we get from this research is that the GUI testing tools could identify many parts and almost every object in the application except the Pix2code. For future development, Pix2code as a testing tool requires development in the form of a desktop display such as the UI Automatorviewer so that it can display every detail of the object including the attributes of the object.


2015 ◽  
Vol 3 (5) ◽  
pp. 126-131
Author(s):  
AWODUN ADEBISI OMOTADE ◽  
JEGEDE S.A

The study investigated the effects of out-door activities on students’ attitude towards learning of Physics in Senior Secondary School Physics in Ekiti State, Nigeria. The research design adopted in the study was Pretest-Posttest Quasi-experimental. The sample for the study was 150 Senior Secondary One (SSI) Physics students (this sample was divided into the experimental and control groups in ratio 1: 1 i.e. 75 in each group), selected through the multistage sampling technique from a total population of 7,852 SS I students offering Physics in all the 184 public Senior Secondary Schools in Ekiti State. The instrument used to collect relevant data from the subjects was Physics Attitudinal Scale (PAS). The reliability of the instrument was determined through the split-half method with the reliability coefficient of 0.83. Two null hypotheses were tested at 0.05 level of significance. The data collected were analysed using inferential statistics of t-test and Analysis of Covariance (ANCOVA). The results of the analyses showed that there was significant difference in the attitude of students to Physics in the experimental and control groups in favour of experimental group. Based on the findings of the study, it was recommended that non-conventional teaching approaches such as using out-door activities, should be introduced into the teaching of Physics in the nation’s secondary schools to reinforce the hitherto adopted conventional teaching method and Physics teachers should be encouraged to make use of these new teaching approaches.


2018 ◽  
Vol 3 (2) ◽  
pp. 61-68
Author(s):  
Nor Syamimi Samsudin ◽  
◽  
Ismail Samsuddin ◽  
Ahmad Faisol Yusof ◽  
Mohd Zikri Mohd Zaki ◽  
...  

The purpose of this research is to measure the effectiveness of constructivist learning approach in structural study specifically for architecture students. Theoretically, improving student’s performance in mathematics is challenging for today education. In architectural education, structural study is part of the non- design courses in the syllabus under the area of technology and environment and it involve in mathematical calculations. In the context of typical classrooms that adopt conventional teaching method, students are usually taught using structured rules based on the given academic syllabus. However, teaching architecture students need a different approach. This is because architecture students learn by understanding the application into practice rather than by only solving the principleproblem. Purposive sampling which is the Torrance Test of Creative Thinking (TTCT) was selected as the method of the study and teaching experiment was conducted. In the experimental structural design, 26 groups of architecture students were tested based on two situations; pre-test (original) and post-test (change), and tests are conducted according to the stages and times set for each topic. The experiment was designed based on the Constructivist learning approach as foundation of the experiment to study the mathematical creativity of the students. The findings show that there are positive impacts on creativity in the subject of structural study which beneficially affects their understanding and application abilities. Further research needs to done to ensure this beneficial outcome can be greatly support students’ long-term retention of knowledge and skills. Keywords: Constructivist learning approach, Creativity in mathematical thinking, and Experimental study for architecture students


Author(s):  
Lydia Zeta Donald Stavy ◽  
Frankie Subon ◽  
Norseha Unin

This study seeks to examine the impact of using language games on students’ vocabulary retention. Six language games were chosen for this study; (1) describe it, (2) matching pairs, (3) jigsaw puzzle, (4) board rush,(5) ball games and (6) true or false. The rationale for choosing six different games is based on the understanding that students require at least five to sixteen exposures to learn a new word (Nation’s, 2001) foreffective vocabulary retention. For this study, vocabulary retention is the ability to keep or retain the new words that are taught for the duration of two weeks. The Pre-test and post-test were used to measure the vocabularyretention of the students. Prior to the pre-test, all 64 participants were taught for two weeks using the conventional teaching method by getting students to look words up in the dictionary, write definitions, and use the words in sentences (Basurto, 2004).For this traditional teaching, the eight new words were chosen from unit 10 of the text book for grade three of Malaysian elementary schools. For the next stage, the students weretaught eight new words from unit 11 of the same text book. After two weeks of teaching using the above six games, the students were given the posttest. The findings revealed that there was a significant difference invocabulary retention between the pre-test and post-test. The participants were able to retain significantly more words in the post-test than in the pre-test. In fact, they achieved better results in the post-test (M=63.45) than in the pre-test (M=58.71). This study reveals that language games can help to boost the students’ vocabulary retention if they are given a chance to learn and practice English language in a fun learning environment.


Author(s):  
Nasrul Nasrul

Penelitian ini dilakukan berdasarkan fakta bahwa aktivitas dan pencapaian siswa pada ilmu-ilmu sosial yang masih rendah. Fakta ini disebabkan oleh, misalnya, penggunaan metode pengajaran yang konvensional oleh guru. Melalui tindakan penelitian menggunakan model pembelajaran kooperatif jenis STAD, ingin posisi siswa di tengah panggung. Hal ini disebut sebagai siswa pusat pembelajaran. Tujuan dari studi adalah untuk menggambarkan peningkatan kegiatan dan prestasi siswa pada ilmu-ilmu sosial yang menggunakan pembelajaran kooperatif jenis STAD. Hasil analisa data menunjukkan bahwa, sebagai hasil penelitian, ada kegiatan peningkatan dari 52,8% (siklus pertama) ke dalam 82% (kedua siklus) di sisi guru. Angirovement dibuat dari 68% (siklus saya) ke 93% (siklus II), di samping siswa, peningkatan dari 61% (siklus saya) menjadi 86% (siklus II). Peningkatan prestasi dibuat dari 67,57% (siklus saya) into74, 5% (siklus II). Dapat disimpulkan bahwa belajar ilmu-ilmu sosial melalui pembelajaran kooperatif jenis STAD bisa meningkatkan siswa aktivitas dan prestasi di kelas tiga SD N 16 Tanjung Aur, Padang.Kata kunci: Aktivitas pembelajaran kooperatif, STAD USAGE OF COOPERATIVE LEARNING MODEL TYPE STUDENT TEAM ACHIEVEMENT DIVISION TO INCREASE ACTIVITY AND STUDENT LEARNING RESULTS OF IPS LEARNING IN CLASS III ELEMENTARY SCHOOL AbstractThis research was conducted based on the faet that the students’ activity and achievement on social studies were still low. The faet was caused by, for example, the use of conventional teaching method by the teacher.Through action  research of using cooperative learning model of STAD type, the asited wanted to position the students in the center stage. It’s called as students center learning. The purpose of the study was to describe the improvement of the students’ activity and achievement on social studies using cooperative learning of STAD type. The Result of data analysis showed that, as the research result, there was activity improvement from 52,8% (first cycle) into 82% (second cycle) on the side of teacher. The angirovement was from 68% (Cycle I) into 93% (cycle II), on the side of students, the improvement was from 61%(cycle I) into 86% (cycle II). The achievement improvement was from  67,57% (cycle I) into74,5% (cyle II). It can be concluded that the learning of social studies through the use of cooperative learning of  STAD type could improve the students’ activity and achievement at third SD N 16 Tanjung Aur, Padang.Keywords: Cooperative Learning, STAD, Activity


2020 ◽  
Vol 1 (1) ◽  
pp. 27-31
Author(s):  
Rahmad Hidayat ◽  
Handayani Saptaji Winahyu

The Small Industries Enterprise (SME), which is especially involved in the liquid filling industry (such as mineral water, tea, liquid milk, juice, etc.), needs some device that has the ability to measure liquid automatically and accurately into some container. Based on the 'Water Fall' method, this study carries out a procedure for making compact and efficient tools ('requirements definition' stage), using a keypad start button, flow sensor, temperature sensor, fan, buzzer, LCD 1602, relay driver ('system & software design' stage), implement a schematic drawing of the circuit and install all hardware inside the casing ('implementation and unit testing' stage), install accessories, set parameters and volume target ('integration and system testing ' stage) and re-calibrate the device ('operation and maintenance' stage). After the measurement experiment, we got that Fillco (the name of the device) has a bigger error for measurement below 1000 ml (0.6-15%) and better accuracy measurement for targeted volume upper than 1000 ml (0.04-0.20%). Fillco also able to memorize and reset liquid volume.


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