scholarly journals PENGEMBANGAN MODUL PELATIHAN PENGENALAN DASAR BAHASA PEMROGRAMAN JAVA DENGAN MODEL ARCS

2021 ◽  
Vol 9 (2) ◽  
pp. 42-49
Author(s):  
Andreo - Yudertha

1048 / 5000   Translation results The introduction of programming languages ​​to students is very rare. As a solution for the introduction of programming languages ​​for students is to hold training and workshops for students. The training module was developed by applying the ARCS (Attention, Relevance, Confidence and Satisfaction) model with the aim of increasing students' motivation to learn programming languages ​​further. The resulting module was applied to the training carried out for students of SMA Negeri 10 Jambi City. There were 30 participants, consisting of grade 10 and grade 11 students. Participants were mentored by 4 instructors who were also observers. The ARCS model can be used as a reference in developing Java programming training modules with the aim of motivating and enthusiastic students. The module has been used in basic java programming training at SMA 10 Jambi City, with observations (scale 100), for an average student attention of 91.25, participation 94, persistence 93.25, task completion 83.25, and activeness 93.5.

2017 ◽  
Vol 45 (2) ◽  
pp. 149-165 ◽  
Author(s):  
Krista M. Reynolds ◽  
Lindsay Michelle Roberts ◽  
Janet Hauck

Purpose This paper aims to provide an overview of Keller’s ARCS (attention, relevance, confidence and satisfaction) model of motivational design and explores how three instruction librarians at different institutions have integrated the model into their teaching practices to improve student motivation during information literacy (IL) sessions. Design/methodology/approach Case studies describe how instruction librarians began to incorporate the ARCS model into library instruction. Three librarians used self-reflective practice and a range of assessment techniques to evaluate and improve teaching practice. Findings ARCS is valuable for improving student engagement during IL instruction. The authors suggest best practices for learning about and integrating the model and propose instructional strategies that align with it. Originality/value This paper fills a gap in literature on practical applications of motivational design in library instruction and suggests best practices for teaching and assessment using the ARCS model.


2019 ◽  
Vol 3 (1) ◽  
pp. 1
Author(s):  
Dionisius Heckie Puspoko Jati ◽  
Bambang Ismanto ◽  
Bambang S. Sulasmono

The development of local wisdom-based character education training modules is included in R & D research. This development research uses Sugiyono's development model with the following steps: (1) potential and problems, (2) data collection, (3) product design, (4) design validation, (5) design revision, (6) product testing and (7) product revision. In this study, trials were limited to 10 teachers. Data collection with interviews, questionnaires and validation. Next, the data analysis uses the normality test, hypothesis test, likert scale. The results of the data analysis obtained normal data, in which the hypothesis test concluded that there was a difference between the pretest and posttest training, the questionnaire results showed a value of 3.2 was said to be feasible. Furthermore, the validation test obtained the number 77, 5% in the category worthy of being tested. This module consists of modules for trainers and modules for participants along with plans for implementing training. Principals are advised to carry out training with local wisdom-based character education training modules, for teachers it is recommended to participate in training.


Author(s):  
Nikolina Stanić Loknar ◽  
◽  
Diana Bratić ◽  
Ana Agić ◽  
◽  
...  

Kinetic typography - text in motion is an animation method of characters that has a video form instead of some "static" form such as picture, poster or book. The most important element for figuration of kinetic typography is the choice of font. Furthermore, one should think about the letter cut, the size and color of the characters, and the background color on which the animation takes place. It can be created in various ways, most often using software that applies a multitude of effects to the text or letter character, creating dynamic solutions. The effects vary from the simplest such as "fade-in" and "fade-out" (entering and exiting text in and out of the frame). Static characters can expand, narrow, move slowly or rapidly, grow and change in a variety of ways to very complex ones in which the author builds an entire story or promotional video by carefully combining software capabilities. However, each software has its limitations and for this reason the kinetic typography presented in this paper is programmed using codes. In a wide range of available programming languages due to the simple interface that does not require advanced programming concepts and gives exceptional results in the field of kinetic typography, Processing was chosen. The Processing programming language is intended for generating and modifying graphics and is based on the Java programming language. The most important difference between Processing and Java is that Processing offers a simple programming interface that does not require advanced levels of programming such as classes, objects, or animations. It also allows advanced users to use them. Processing uses a variety of typography rendering approaches such as raster and vector solutions and allows typography to be programmed and displayed on the Web independently of the user's Web browser and font database. Processing enables the use of visual elements in animation, including typographic ones, by introducing interaction to the user. The user is no longer a passive observer but actively participates in the performance of the application whose final appearance is not predefined but arises from the actions of each individual user. For the purposes of this paper, individual letters were created in a font-making program. The letters made are of various written classifications and cuts, which with their variety contribute to the attractiveness of the animation. In the creating of motion typography in this paper, the programming language Processing was used. Written program codes that manipulate words, letters, or parts of characters to create interesting visual effects for the viewer that aim to hold the viewer's attention and convey the desired message or emotion. There are no strict rules and patterns when making kinetic typography. In kinetic typography, each author determines his own rules, method of production, and there are no same solutions.


2017 ◽  
Vol 25 (03) ◽  
pp. 95 ◽  
Author(s):  
Eliana Pantaleão ◽  
Laurence Rodrigues Amaral ◽  
Gláucia Braga e Silva

This paper describes a methodology for teaching algorithms and programming languages teaching in high school with the aid of the Robocode plattform. The experience was developed since 2012 with the help of undergraduate students that had already concluded courses on computer programming and acted as tutors and co-advisors of the younger students. Robocode environment was used as a support tool, using a playful learning strategy, providing an early contact of the high-school students with Java programming language. The obtained results show the interest of high school students to learn computer programming. Furthermore, the Robocode plataform proved to be a playful tool to support the teaching of Java. Finally, with the realization of the Robocode Tournaments, it was possible to observe how the competitiveness influenced the motivation of students to learn and overcome challenges.


Author(s):  
Wiwin Indiarti ◽  
Nur Hasibin

This article is based on the Community Partnership Program (PKM) which seeks to solve the problems facedby Osing indigenous community, especially the Mocoan Association of Lontar Yusup and The Archipelago IndigenousYouth Front (BPAN) of Osing from the aspect of preservation strategies and revitalization of the Mocoan Lontar Yusuptradition. The solutions offered from this program are the preparation of transliteration and translation of the contents ofLontar Yusup, digital documentation (pictures, writings, sounds and videos) stored in the form of Digital Video Disc(DVD) and Mocoan Lontar Yusup training for young people. The activities are in the form of making a book containingperso-arabic texts, transliteration and translation of the contents of Lontar Yusup, training module which contains theway to recite Lontar Yusup accompanied by digital documentation and Mocoan Lontar Yusup training for young peoplewhile the mentoring method was carried out by the team continuously during the period of the PKM program. Theoutputs are training modules, a book with perso-arabic texts, transliteration and translation of Lontar Yusup, digitaldocumentation, and the Mocoan Lontar Yusup training model for young people


Author(s):  
Stelios Sotiriadis ◽  
Oladotun Omosebi ◽  
Assem Ayapbergenova ◽  
Nurbek P. Saparkhojayev

This article describes how the java native interface (JNI) is a powerful feature of the java platform that started to draw attention in the latter years as an efficient programming framework for building and delivering innovative technological applications based on disruptive technologies such as mobile, Internet of Things and embedded systems. Developers use it to incorporate native code written in programming languages such as C, C++, python etc., into java. JNI is particularly useful when java applications need to access existing native libraries or code blocks written in other languages to increase performance, avoid recoding and expand interoperability between programming languages for processes that reside in the same process. This article aims to explore JNI features and to discover fundamental operations of the Java programming language, such as arrays, objects, classes, threads and exception handling, and to illustrate these by using various algorithms and code samples.


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.


2022 ◽  
Vol 22 (1) ◽  
pp. 50-54
Author(s):  
Rewendra Kumar Sahu ◽  
M.L. Sharma ◽  
P. Mooventhan ◽  
M.A. Khan

The present study aims to analyze the effectiveness of the multimedia training modules in terms of knowledge gain among bio-control user’s farmers. The study was purposively conducted in Chhattisgarh where, a total of 200 biocontrol user’s farmers were selected randomly and divide into eight groups equally. Bio-control agents was selected as farm technology based on new and need based one. The Barsch learning style inventory was used to access the learning style of farmers and results showed that majority (67.67%) of them were preferred visual learning style. The knowledge was assessed through in-build knowledge test on the specific aspects. From the result, at Dhamtari district, the Group-I (Katalboard) has highest (144.37%) knowledge gain and in Raipur district Group-V (Baronda) has lowest (37.60%) knowledge gain. The overall knowledge gain ranges from 37.60 per cent to 144.37 per cent in the study area; this variation indicated that the farmers having different level of knowledge aspects in the biocontrol agents. There was also statistically significant gain in knowledge (t-test 23.91) from pre to post exposure mean scores which can be interpreted that the multimedia training module had significant effect on the knowledge gain on bio-control agents farming practices. The results of the study clearly indicate the importance of multimedia training modules in transfer of knowledge and skill on scientific farming practices.


2011 ◽  
Vol 7 ◽  
pp. 93-106
Author(s):  
Robert Szczepanek

Hydrologists need simple, yet powerful, open source framework for developing and testing mathematical models. Such framework should ensure long-term interoperability and high scalability. This can be done by implementation of the existing, already tested standards. At the moment two interesting options exist: Open Modelling Interface (OpenMI) and Object Modeling System (OMS). OpenMI was developed within the Fifth European Framework Programme for integrated watershed management, described in the Water Framework Directive. OpenMI interfaces are available for the C# and Java programming languages. OpenMI Association is now in the process of agreement with Open Geospatial Consortium (OGC), so the spatial standards existing in OpenMI 2.0 should be better implemented in the future. The OMS project is pure Java, object-oriented modeling framework coordinated by the U.S. Department of Agriculture. Big advantage of OMS compared to OpenMI is its simplicity of implementation. On the other hand, OpenMI seems to be more powerful and better suited for hydrological models. Finally, OpenMI model was selected as the base interface for the proposed open source hydrological framework.  The existing hydrological libraries and models focus usually on just one GIS package (HydroFOSS – GRASS) or one operating system (HydroDesktop – Microsoft Windows). The new hydrological framework should break those limitations. To make hydrological models’ implementation as easy as possible, the framework should be based on a simple, high-level computer language. Low and mid-level languages, like Java (SEXTANTE) or C (GRASS, SAGA) were excluded, as too complicated for regular hydrologist. From popular, high-level languages, Python seems to be a good choice. Leading GIS desktop applications – GRASS and QGIS – use Python as second native language, providing well documented API. This way, a Python-based hydrological library could be easily integrated with any GIS package supporting this programming language. As the OpenMI 2.0 standard supported interfaces only for Java and C#, the Python interface for OpenMI standard, presented in this paper, is the first step done towards the open and interoperable hydrological framework. GIS-related issues of the OpenMI 2.0 standard are also outlined and discussed.


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