scholarly journals APLIKASI M-LEARNING SEBAGAI MEDIA PEMBELAJARAN CONVERSATION PADA HOMEY ENGLISH

SISTEMASI ◽  
2020 ◽  
Vol 9 (3) ◽  
pp. 493
Author(s):  
Syaiful Ahdan ◽  
Andini Reska Putri ◽  
Adi Sucipto

ABSTRACTLearning media is one component that includes teaching materials and equipment that can support the learning process ,it has an impact on the development of learning technology that continues to increase in various forms. one function of learning media is to present messages and information clearly, so that it can facilitate and improve the process and learning outcomes, In this study the authors propose an online-based learning system that can overcome problems associated with the learning process at one of the English language courses in Bandarlampung, specifically for conversation learning. The contribution in this research is to make online learning media based on mobile applications that can help the learning process without going through face-to-face. This application is built on the android platform with system modeling using the Unified Modeling Language (UML), the system that has been built is then tested using ISO 9126 to obtain results: in the aspect of functionality (admin) 92.7%, functionality (students) 93.95% and in the aspect of usability (admin) 96.25%, usability (students) 93.85%.Keywords: e-learning, m-learning, online conversation learning ABSTRAKMedia pembelajaran adalah salah satu komponen yang mencakup bahan ajar dan peralatan yang dapat mendukung proses pembelajaran, perkembangan teknologi terus mengalami kemajuan yang pesat, hal ini berdampak pada perkembangan teknologi pembelajaran yang terus meningkat dalam berbagai bentuk. Fungsi media pembelajaran salah satunya adalah untuk menyajikan pesan dan informasi dengan jelas, sehingga dapat memudahkan dan meningkatkan proses dan hasil pembelajaran, media pembelajaran juga dapat meningkatkan perhatian siswa agar dapat meningkatkan motivasi belajar, keterbatasan ruang dan waktu menjadi faktor yang penyebap keterlambatan dalam proses pembelajaran, hal tersebut menyebabkan transfer bahan ajar tidak sampai kepada siswa. Penelitian ini mengusulkan desain dan pemodelan sistem pembelajaran berbasis daring yang dapat mengatasi masalah yang terkait dengan proses pembelajaran pada salah satu tempat kursus bahasa inggris di Bandarlampung, khususnya untuk pembelajaran percakapan. Kontribusi dalam penelitian ini adalah membuat media pembelajaran daring berbasis aplikasi mobile yang dapat membantu proses pembelajaran tanpa melalui tatap muka. Aplikasi ini dibangun pada platform android dengan pemodelan sistem menggunakan Unified Modeling Language (UML), sistem yang telah dibangun kemudian diuji menggunakan ISO 9126 dengan memperoleh hasil: pada aspek fungsi (admin) 92,7%, aspek fungsi (siswa) 93,95% dan pada aspek kegunaan (admin) 96,25%, aspek kegunaan (siswa) 93,85%.Kata Kunci: e-learning, pembelajaran bergerak, pembelajaran percakapan daring

Author(s):  
Noora Yousef A Alomran ◽  
Amani Osama M Alameer ◽  
Maryam Sami K Alherz ◽  
Mohammed Fahed Tayfour ◽  
Muneerah Alshabanah ◽  
...  

Modern institutions, corporations, schools and universities in developed countries believe that e-Learning is a way for educating larger number of students in less time and lesser amount of resources. This research aims to design and develop a web-based e-learning system to make the environment of e-learning more adaptive and intelligent for the learners. The main values of the proposed research are accessibility and interoperability that make learning applications and components share data more easily and communicate more effectively. The proposed work was developed and designed using ASP.Net, SQL, XML and the Unified Modeling Language (UML) programming languages.


2020 ◽  
Vol 1 (1) ◽  
pp. 41-52
Author(s):  
Bayu Ramdhan Huzena ◽  
Fatmawati Fatmawati ◽  
Popon Handayani

Abstract   One form of entertainment that is familiar and indeed much in demand in our lives is the game. Games are applications that are familiar to the community and also early childhood from all walks of life. But the development of the game itself is currently still dominated by productions from abroad. In this study the authors chose early childhood as a sample of game users because remembering children prefer playing games rather than learning theoretically. From the existing problems, in this study the authors built an educational game application so that children can learn while playing. The purpose of this study is to facilitate children in the learning process in the form of games and the existence of educational guessing game pictures of animals and puzzles is expected to improve the ability of children in the learning process. The method used in this study is the method of data collection consisting of observations, interviews, and literature studies, for supporting tools used, namely UML (Unified Modeling Language) while the algorithm used by Fisher-Yates which functions to change the order of questions in educational game applications. With this educational guessing game application, guess the picture of animals and puzzle can make it easier for children in the process of learning to recognize the animals that exist on this earth.   Keywords: Games, Guess Pictures, Puzzles, UML (Unified Modeling Language), Fisher Yates   Abstrak   Salah satu bentuk hiburan yang tidak asing lagi dan memang banyak diminati dalam kehidupan kita adalah game. Game merupakan aplikasi yang tidak asing lagi bagi masyarakat dan juga anak-anak usia dini dari segala lapisan. Namun perkembangan game itu sendiri saat ini masih di dominasi oleh produksi-produksi dari luar negeri. Pada penelitian ini penulis memilih anak-anak usia dini sebagai sampel pengguna game karena mengingat anak-anak lebih suka bermain game dibandingkan belajar secara teoritis. Dari permasalahan yang ada maka pada penelitian ini penulis membangun sebuah aplikasi game edukasi agar anak-anak bisa belajar sambil bermain. Tujuan dari penelitian ini yaitu untuk mempermudah anak-anak dalam proses pembelajaran dalam bentuk game dan dengan adanya game edukasi tebak gambar hewan dan puzzle ini diharapkan dapat meningkatkan kemampuan anak-anak dalam  proses belajar. Metode yang digunakan pada penelitian ini yaitu metode pengumpulan data yang terdiri dari observasi, wawancara dan studi pustaka, untuk tools pendukung yang digunakan yaitu UML(Unified Modeling Language) sedangkan Algoritma yang digunakan Fisher Yates yang berfungsi untuk merubah urutan soal pada aplikasi game edukasi. Dengan adanya aplikasi game edukasi tebak gambar hewan dan fuzzle ini dapat mempermudah anak-anak dalam proses belajar mengenal hewan-hewan yang ada di bumi ini.   Kata kunci: Game, Tebak Gambar, Puzzle, UML (Unified Modeling Language), Fisher Yates


2021 ◽  
Vol 14 (1) ◽  
pp. 506-515
Author(s):  
Ahmad Ashari ◽  
◽  
Anny Sari ◽  
Helna Wardhana ◽  
◽  
...  

The System Modeling Language (SysML) used the Requirement Diagram to model non-functional requirements, such as response time, size, or system functionality, which cannot be accommodated in the Unified Modeling Language (UML). SysML Requirement Diagram, in its implementation, integrates with several diagrams describing the requirements, which are referred to as additional elements. The absence of transformation rules for these additional elements to become OWL ontology causes difficulties in reading, understanding, and tracking the requirements. In this research, an extended rule of the Requirement Diagram transformation is proposed to solve the problems. First, some transformation rules are defined to make requirements easier to trace and realize the ontology generation's automatic transformation. Second, the time required during transformation processing to prepare and generate the OWL file shows the proposed model's performance. The ontology components produced from this research, such as class, subclass, object property, and data property, can be viewed in Protégé.


2014 ◽  
Vol 568-570 ◽  
pp. 1565-1568
Author(s):  
Dian Min Xiao

This paper presents a unified personnel management system modeling language design. Unified Modeling Language is the use of object-oriented visualization, documentation and other standardized modeling language. The system uses the most popular B / S architecture, the choice of Microsoft's ASP.NET web development carried foreground, background database selected Microsoft SQL2005, through a combination of the two can give full play to the efficiency of personnel management software and have security features.


2021 ◽  
Vol 10 (2) ◽  
pp. 224-231
Author(s):  
Filia Meitri Alelo ◽  
Remuz MB Kmurawak ◽  
Mingsep Rante Sampebua

Klasis GKI Sentani is part of the GKI Denomination which regulates churches in the Jayapura (Sentani) Regency area. One of the tasks of the Klasis is the monitoring and evaluation of the Setoran Wajib Jemaat (SWJ). Each Church is required to collect offerings cumulatively each month. The obstacle faced in financial management in the Klasis Sentani environment is the budget processing system which is manual, where donations are deposited to Klasis by attaching proof of deposit. this makes the process of collecting donations an inefficient routine. Including the documentation process that looks not up-to-date and the difficulty in publishing the results to the congregation at Klasis Sentani. This study aims to facilitate the reporting of mandatory deposits for the classic GKI Sentani congregation, namely by creating an information system for the congregation's mandatory deposit. The development of the software system uses the Waterfall method, with the Unified Modeling Language as the system modeling language. This system has been implemented and makes it easier to manage finances for the church treasurer and classics. Financial information can also be viewed transparently on the page provided and can be accessed by the congregation.


2020 ◽  
Vol 5 (2) ◽  
pp. 133-143
Author(s):  
Sam'ani Sam'ani ◽  
Muhammad Haris Qamaruzzaman ◽  
Sutami Sutami

This beloved Indonesian independence is thanks to the great services of the heroes who have valiantly and all their souls fought for the nation from before to after independence. So that the history of the struggle is not forgotten, it is necessary to develop a system that makes it easy for all Indonesian citizens to remember and remember the struggles of the heroes. As the rapid development of technology, especially Android-based smartphones that have been used by almost all walks of life, an application system about the biographical history of the struggle of national heroes can be used anywhere. The problem of this research is how to produce a national hero biography application system based on Android. The software is developed by modeling Waterfall, the system modeling uses UML (Unified Modeling Language). The purpose of this research is to produce a system that will present a biographical history of national heroes visually that can help remember, remember and add to the public's knowledge in getting to know the National Heroes.


2021 ◽  
Vol 3 (3) ◽  
pp. 98-110
Author(s):  
Edward ◽  
Samsudin

Dalam melaksanakan kegiatan belajar mengajar pada lembaga kursus, seorang instruktur pasti pernah dihadapkan pada berbagai permasalahan baik dari faktor internal maupun eksternal. Salah satu contoh nyata permasalahan dari faktor eksternal yang terjadi pada saat ini yaitu pandemi Virus Corona (COVID-19). Penyakit berbahaya yang penularannya terbilang sangat cepat membuat hampir seluruh negara memberlakukan Lockdown demi menangani penularan virus tersebut. Dengan diberlakukannya status Lockdown tersebut, ternyata berdampak bagi pendidikan khususnya kegiatan belajar mengajar. Menyikapi hal tersebut maka pemerintah menghimbau agar proses kegiatan belajar mengajar dilakukan dirumah dengan menggunakan media internet.Demi tetap berlangsungnya pembelajaran ditengah pandemi yang terjadi saat ini, peneliti yang sekaligus seorang instruktur kursus komputer pada Lembaga Kursus dan Pelatihan (LKP) Oby Komputer telah merancang sebuah website E-learning. Melalui sistem informasi Website E-Learning kursus komputer pada LKP OBY Komputer ini bertujuan untuk menganalisa, merancang dan mengimplementasikan sistem pembelajaran kursus komputer jarak jauh. Penggunaan metode Waterfall sebagai  metode pengembangan sistem berfungsi sebagai sebuah mekanisme untuk mengidentifikasikan perangkat lunak, serta UML (Unified Modeling Language) sebagai pemodelan, dan menggunakan metode PIECES untuk memudahkan peneliti dalam membangun sistem.Sistem Informasi Website E-Learning kursus komputer pada LKP OBY Komputer Tembilahan dapat mempermudah para peserta didik/siswa melalukan proses pembelajaran dengan menggunakan metode daring.


2019 ◽  
Vol 9 (2) ◽  
pp. 151-160
Author(s):  
Rizqy Dyah Utami

Aplikasi Computer-Based Test (CBT) merupakan salah satu bagian e-learning yang dikembangkan dalam pemanfaatan teknologi dan komunikasi di bidang pendidikan. Seluruh siswa di Indonesia harus terbiasa dengan adanya sistem Computer-Based Test (CBT), akan tetapi dalam praktiknya belum banyak sekolah yang memiliki sistem CBT. Dengan adanya sistem CBT, mempermudah guru dan siswa dalam melakukan kegiatan ujian, meminimalisir kesalahan koreksi, dan mengurangi kecurangan ujian yang dilakukan siswa. Oleh karena itu, SMP Negeri 6 Cimahi membutuhkan sistem CBT untuk mengurangi permasalahan tersebut. Metode pengembangan yang akan digunakan adalah prototype, penulis melakukan observasi dan wawancara dalam pengumpulan data. Sedangkan, untuk metode pendekatan sistem menggunakan OOP (Object Oriented Programming) dengan pemodelan UML (Unified Modeling Language). Implementasi dari aplikasi Computer-Based Test (CBT) ujian, dibuat dalam modul pembuatan soal dan jawaban, pengerjaan ujian, penilaian, dan pembahasan soal.


2020 ◽  
Vol 2 (1) ◽  
pp. 33-43
Author(s):  
Erwin Suhandono ◽  
Arif Hidayat

The Educational Assessment Center is a Government Agency under the Ministry of Education and Culture's Research and Development Agency. To carry out office activities, it is necessary to be supported by the availability of supplies to support these activities. Therefore, it is necessary to improve the management of state owned goods. Where the data processing is still done manually, that is, the demand for goods is done by filling out the paper form, so that the process of processing requires more time. Based on these problems an information system is needed. This information system is designed based on Object Oriented by using the Unified Modeling Language (UML) as a system modeling language to facilitate employees in processing data of State owned goods..


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