scholarly journals Aplikasi Pengenalan Kebudayaan Provinsi Riau Berbasis Android

2019 ◽  
Vol 2 (3) ◽  
pp. 79
Author(s):  
Yulisman Yulisman ◽  
Serdiansah Serdiansah

Current technological developments have an impact on the application of technology in the field of education, especially in the learning process. SMA Negeri 1 Cirenti is a school located in Riau Province, Kuantan Singingi Regency. The learning process in SMA Negeri 1 Cirenti which has been done in a conventional way, namely the teacher explains the subject matter based on books and other supporting media such as material about the introduction of culture in Riau Province. The material is very important for students to preserve culture and customs in the future, and so that the material is more interesting, the use of technology as a learning media that can be accessed wherever students are. Smart phone technology can be utilized in the education sector by creating applications that are capable of supporting learning media. The purpose of this study is to design and create an Android-based mobile phone application as an application for learning introduction to culture in Riau Province. Making this application uses a prototype development method with eclipse software and java programming language, as well as for testing applications with the blackbox method. The results of this study are applications that introduce educative and interactive culture of Riau Province based on Android to students and teachers with applications that can be directly installed on a smart phone.

2019 ◽  
Vol 1 (1) ◽  
pp. 49-56
Author(s):  
Dinda Bahari Putri ◽  
Sri Endang Anjarwani ◽  
Royana Afwani

IPS is a lesson at the elementary school level. Based on the curriculum at SDN 22 Ampenan which uses the 2006 KTS curriculum, each student learns to use the media of LKS and books as the supporting media. The availability of the media has less influence on students. The purpose of this research is to develop an Android-based application which can support the school. This application aims to help the learning process of students with multimedia available in the application. This application displays materials, images, videos, and evaluations which are contained in the exercises and games of each chapter in grades 5 and 6.This application is built using android studio version 2.2.1 with the Java programming language. Besides this application is also developed using the waterfall model. The testing method used is a black box and MOS testing. Testing using the MOS method on application quality shows that 62.5% of the respondents stated strongly agree, teacher respondents stated strongly agree with the percentage of 62.75%.


Vidya Karya ◽  
2021 ◽  
Vol 35 (2) ◽  
pp. 78
Author(s):  
Muhdi Harto ◽  
Misbah Misbah

The world of education is again disturbed by the massive spread of the COVID-19 virus or coronavirus disease. The use of technology is considered to facilitate and be a solution and innovation in the learning process that can be a way out so that the teaching and learning process during the COVID-19 period becomes more effective. One of the innovations that teachers can do as educators in delivering learning materials is using models in collaboration with technological advances in the learning process, especially in science learning. This research is descriptive in the form of a literature study. Data sources come from 15 scientific articles from national journals and accredited national journals. Based on the literature review that has been carried out, it can be concluded that the use of online learning models in collaboration with technology such as the Zoom platform, google classroom, WhatsApp, and others can be used in the science learning process at all levels of education during the COVID-19 pandemic. This is because this learning model is centred on students so that they are not dependent on the teacher, which is in line with the basis of online learning, which requires students to think critically, be active in exploring or understanding the subject matter presented. Students are required to establish communication between fellow students and the teacher who acts as a moderator.Keywords: Covid-19; Inovations; Online Learning; Science Dunia pendidikan kembali terusik dengan adanya penyebaran virus COVID-19 atau coronavirus disease secara masif. Penggunaan teknologi dianggap bisa mempermudah dan menjadi solusi serta inovasi dalam proses pembelajaran yang bisa menjadi jalan keluar sehingga proses belajar mengajar di masa COVID-19 menjadi lebih efektif. Salah satu inovasi yang bisa dilakukan guru sebagai tenaga pendidik dalam menyampaikan materi pembelajaran yaitu penggunaan model yang dikolaborasikan dengan kemajuan teknologi dalam proses pembelajaran khususnya pada pembelajaran sains. Penelitian ini merupakan penelitian deskriptif berupa studi kepustakaan. Sumber data berasal dari 15 artikel ilmiah dari jurnal nasional maupun jurnal nasional terakreditasi. Berdasarkan kajian literatur yang telah dilakukan, dapat disimpulkan bahwa penggunaan model pembelajaran online leaning yang dikolaborasikan dengan teknologi seperti platform Zoom, google classroom, whatsapp, dan lainnya dapat digunakan dalam proses pembelajaran sains pada semua jenjang pendidikan di masa pandemi COVID-19. Hal ini karena model pembelajaran ini berpusat kepada peserta didik sehingga mereka tidak ketergatungan kepada guru, yang sejalan dengan dasar dari pembelajaran secara daring yaitu menuntut peserta didik untuk berpikir kritis, aktif dalam menjelajahi atau memahami materi pelajaran yang disampaikan serta peserta didik dituntut agar dapat menjalin komunikasi yang baik antara sesama peserta didik dan juga guru yang berperan sebagai moderator.Kata kunci: Covid-19; Inovasi; Online Learning; Sains


2018 ◽  
Vol 10 (1) ◽  
Author(s):  
Satriani Satriani

Education is the spearhead of a country. The more developed a country level will make the country more advanced. For that an educator should bias innovation in education. One of them by choosing teaching methods or create new methods appropriate to the learners so that the learning process can take place effectively and deliver results as expected. Teachers are required to have four competency in performing their duties. One of them is professional competence. For that, an educator must have the ability to keep abreast of the times. Today, the world is faced with rapid technological developments. Educators genius should be able to see it and take advantage of technology advances. However, the reality is the majority of educators can not develop their skills, especially regarding his duties as the subject of the learning process. Until finally learning activities becomes a difficult thing. This is evident from the number of educators both teachers and lecturers who use learning methods that are tedious (only one method such as a lecture).Keywords:educator, education, teaching methods and educational purposes.


Author(s):  
Dedi Riyan Rizaldi ◽  
Eris Nurhayati ◽  
Ziadatul Fatimah ◽  
Zakiya Amni

Writing this article aims to provide an overview of the role of parents when assisting children in using various technologies during the learning process from home. This is because without any limitations in technology it can have a good or bad impact on children if it is not used according to the required context. Therefore, the subject of the study to be discussed is more focused on the learning of children aged 7-15 years, who in the learning process still really need assistance from their parents. Writing this article is done through a process of literature review of various literature starting from the process of determining the topic of the problem, determining the type of data      collection method, collecting various data that support the topic, conducting the data analysis process, and drawing conclusions based on the data that has been obtained. Based on the data that has been obtained, the role of parents in assisting children to use technology while learning from home is very important, especially in maintaining and increasing children's motivation to continue learning.


2021 ◽  
Vol 13 (1) ◽  
pp. 46-59
Author(s):  
Agus Suharsono

Abstract — Indonesia is currently launching an era of demographic bonuses in which the productive population is more dominant than the non-productive population. They are the golden generation that will realize Indonesia Golden 2045. The subject of this research is about innovation in accounting learning to realize the educational goals of 2020, namely capacity building, modernization of the learning process with the use of technology, strengthening services, easy access, and can be felt by all levels of society. The method used is qualitative, data in the form of accounting learning videos on YouTube which are analyzed logically-inductively and then presented descriptively. The results of the study note that there is already an accounting learning video on YouTube but its nature is scattered so that it cannot be used as a complete learning medium for this purpose it is necessary to collaborate with several parties to create an integrated Accounting Learning account and complete one course in accordance with the established curriculum. In order for the video display to suit the tastes of the learner, the making involves students across campus. A complete accounting learning video can be used as a learning media with a blended learning system so that face-to-face meeting is more effective for practice and case studies.   Keywords: Accounting Learning; Millennial Generation; YouTube; Indonesia Gold 2045.


Author(s):  
Tijen Över Özçelik

There is no single field that is unaffected by the developments experienced in information and communication technologies today. However, the questions, Have women been affected by these intensive technological developments and technology utilization—which are efficient in every field—as much as men have? If not, how may this be reversed? and how may technology be made effective in making women economic? arouse curiosity. Therefore, the study was shaped by answering these questions. Another reason why the study took these questions as the basis is that women and technology are of profound importance in the sustainable development and growth of societies. Women's efficient use of technology is a must to turn the changes and developments experienced in information and communication technologies into opportunities and to reach the standards of the information society. Women's economic empowerment and technology were examined, the importance of the subject was emphasized, and recommendations were made within the scope of the study.


2016 ◽  
Vol 16 (2) ◽  
pp. 309
Author(s):  
M. Chodzirin

The seriousness of the school/madrasah in updating instructional media hampered by the incompetence of some teachers use ICT-based learning media as one way of presenting the material. Mastery and knowledge of information technology will facilitate the teacher in finding the source of learning, so that students will not get bored attend classes. ICT training has been able to change mindside teacher of the conventional learning becomes more interactive learning. Teachers are becoming more aware that the presence of technology is inevitable in the learning process. Rapid technological developments should be exploited so that teachers who emerges is a positive impact, and not vice versa. The use of technology can help the learning process becomes more effective and efficient, and fun.


2020 ◽  
Vol 1 (1) ◽  
pp. 87-95
Author(s):  
Hertining Dyah Listiningrum ◽  
Worakamol Wisetsri ◽  
TCHABLE Boussanlegue

This study described the principals' entrepreneurial competencies in increasing entrepreneurship knowledge for teachers, fostering and developing an entrepreneurial spirit for teachers and helping teachers to apply entrepreneurial spirit to the learning process. This research is a qualitative descriptive study. The subject of the study is the principal and teachers. The object of the principal's entrepreneurial competency research. The data in this study were in the form of observations, documentation, and interviews. Data analysis using interactive analysis of the Miles and Huberman model includes data collection, data reduction, data display, and conclusions. The results in this study are knowledge about technology-based entrepreneurship for teachers as a professional educator carried out through entrepreneurship socialization, providing information about technological developments, and providing motivation to develop teacher potential. Teachers have the ability to apply the spirit of entrepreneurship in the learning process so that they are able to produce students who are superior competitiveness.


2021 ◽  
Vol 8 (1) ◽  
pp. 65-69
Author(s):  
Leon Christopher ◽  
Alexander Waworuntu

Java programming language is rated as the second most active language in the world based on GitHub active repository statistic. Meanwhile, many university students are found lack interest to learn Java. Many researches have shown the positive impact of gamification in many areas of life, include education and learning. The purpose of this study is to design and build an application to learn java programming language with gamification in mind. We use Octalysis Gamification Framework to design the usage of game mechanics in the application. The application was tested on second year students to learn Java for the first half semester and evaluated using the Unified Theory of Acceptance and Use of Technology (UTAUT) Model and get the result of 74.27% agree that the application is well accepted by the students.   Index Terms—gamification; java programming language; octalysis gamification framework


Author(s):  
Remigio Pérez Rabadán

Se trata de una propuesta de innovación que pretende ser realizada en el contexto de las actividades en el medio natural en relación con las tecnologías de la información y comunicación a través de la materia de Educación Física en un centro educativo de Educación Secundaria. Se pretende poder innovar en nuestro contexto educativo con la incorporación de las nuevas tecnologías y poder comprobar los resultados, siendo así el centro de nuestro trabajo el diseño y evaluación de una aplicación que creemos mejora la experiencia de aprendizaje de los estudiantes. La intervención ha consistido, por tanto, en el desarrollo e implementación de una aplicación móvil (Orienta Educación Deportiva) basándonos para ello en el análisis de los criterios de diseño y usabilidad de varias aplicaciones relacionadas con la materia, que propone caminos interactivos y actualizados en el proceso educativo, con el fin de mejorar y enriquecer el proceso de Enseñanza-Aprendizaje del alumnado mediante el uso de dispositivos digitales.En consecuencia, cien alumnos han usado y evaluado esta aplicación durante el curso escolar 2019-2020. Para la evaluación, han cumplimentado un cuestionario sobre su usabilidad y experiencia en el proceso de Enseñanza-Aprendizaje, así como expresado su opinión en relación al uso de la aplicación en orientación deportiva. Tras el análisis de los resultados obtenidos se puede observar que los alumnos valoran la aplicación de forma muy positiva en referencia a las características de la misma con valores de conformidad por encima del 85%, mostrando también un grado de adquisición de nuevos contenidos en su experiencia de aprendizaje con valores del 87%. La Educación Física está llamada a seguir procesos de inmersión digital, asociados al uso de tecnología, especialmente la móvil (Díaz,2019). Por lo que con la implantación de esta propuesta de innovación se intenta fomentar el uso de las nuevas tecnologías. This is an innovation proposal that aims to be carried out in the context of activities in the natural environment in relation to information and communication technologies through the subject of Physical Education in a Secondary High School. The aim is to be able to innovate in our educational context with the incorporation of new technologies and to be able to verify the results, thus being the center of our work the design and evaluation of an application that we believe improves the learning experience of students. The intervention has consisted, therefore, of the development and implementation of a mobile application (Orienta Educación Deportiva) based on the analysis of the design criteria and usability of various applications related to the subject, which proposes interactive and updated paths in the educational process, in order to improve and enrich the teaching-learning process of the students through the use of digital devices.Consequently, one hundred students have used and evaluated this application during the 2019-2020 school year. For the evaluation, they have completed a questionnaire about their usability and experience in the teaching-learning process, as well as expressed their opinion in relation to the use of the application in orientation. After analyzing the results obtained, it can be seen that the students value the application in a very positive way in reference to its characteristics, with conformity values above 85%, also demonstrating a degree of acquisition of new contents in their learning experience with values of 87%. The Physical Education is called to follow processes of digital immersion, associated with the use of technology, especially mobile (Díaz, 2019). Therefore, with the implementation of this innovation proposal, an attempt is made to promote the use of new technologies.  


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