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1 Computer programming for kids ABS-16

Stability and Balance Training Application to Achieve Better Learning Outcomes of Balance Learning for Primary School Students
Anggi Setia Lengkana1*, Tatang Muhtar2, Encep Sudirjo3, Tedi Supriyadi4, Aam Ali Rahman5, Muhammad Nur Alif6

universitas pendidikan indonesia


Abstract

As a result of the advancement of wireless and cellular technology, the use of information and communication technology through mobile devices is quickly becoming quite similar to operating a personal computer. Learning through technology has now become a necessity to comprehend the advanced development of students. One of them is in physical education learning. Teachers have great opportunities to develop childrens abilities and mastery in learning material without trouble and interestingly through technology in learning. The purpose of this study is to improve the students ability to learn balance learning materials and to internalize healthy lifestyle behaviours by exercising using the Android-based Stability and Balance Training application technology. The procedures of this study are: 1) searching the application, 2) studying the application, 3) learning process through the application, and 4) evaluating the learning outcomes of balance. This research was conducted at three elementary schools in Sumedang Regency involving 100 students that consist of 57 (57%) male students and 43 (43%) female students. The results of the study explained that the application had a positive impact on the process of learning balance and internalizing the behaviour of a healthy lifestyle by exercising, with indicators, for example, 1) the subjects learn seriously, 2) the learning attentively, 3) the subject was accustomed to doing sports activities using the application. This study concludes that the use of the application can internalize healthy lifestyle behaviour applied in elementary school students in Sumedang Regency.

Keywords: Android-based application, Stability and Balance Training, physical education

Share Link | Plain Format | Corresponding Author (Anggi Lengkana)


2 Computer programming for kids ABS-42

Digital Traditional Games Application as Play Therapy for Children with Attachment Disorder
Endah Silawati, Winti Ananthia, Mirawati, Margaretha Sri Yuliariatiningsih, Solihin Ichas Hamid, Dian Anggraini

Universitas Pendidikan Indonesia


Abstract

This article describes the design of digital traditional games application as media of play therapy for children with attachment disorder. This article is a part of a bigger on-going research project investigating the development of traditional game-based play therapy to overcome attachment disorder of children who has single parent in Bandung district, West Java, Indonesia. The increasing number of divorces in Bandung district that related to big number of juvenile delinquency rate become the background of this study. Moreover, some juvenile delinquency cases are caused by attachment disorder that happen in child period. Furthermore, in designing the application, 5 children and 5 single parents become the participants who give preliminary information and feedback. Software Development Life Cycle Method is used to develop the application. Based on the analysis, some traditional games are possible to be designed as digital games application. The games are congklak and anjang anjangan. In addition, it is revealed that the effectiveness of the application rises if the children play the games with their parents.

Keywords: Digital games, traditional games, play therapy, attachment disorder children

Share Link | Plain Format | Corresponding Author (Endah Silawati)


3 Computer programming for kids ABS-58

DEVELOPING INTERACTIVE MULTIMEDIA TO FACILITATE THE FINANCIAL LITERATION OF EARLY CHILDHOOD
Agni Fadilah, Taopik Rahman, Elan

Universitas Pendidikan Indonesia


Abstract

The use of technology as a learning medium can make it easier for teachers to convey information to children in a fun way. Interactive multimedia is a medium that aims to introduce the concept of financial literacy to children. The development concept is based on computer applications based on the design of early childhood education needs. This study uses the EDR (Educational Design Research) method by conducting two stages of the Reeves model. The results showed that interactive multimedia is a product that is suitable for use in early childhood education with the results of the validation test assessment of 4,1.

Keywords: Interactive multimedia, financial literacy, early childhood

Share Link | Plain Format | Corresponding Author (Agni Fadilah)


4 Computer programming for kids ABS-70

Developing Android-Based Mobile Learning Application for Introducing Young Children to Local Culture
Taopik Rahman, Silmi Qurota Aeni, Elan, Asep Nuryadin

Universitas Pendidikan Indonesia


Abstract

There is still a limited number of learning media developed for introducing Indonesian young children to local culture. This study aims to develop an android-based mobile learning platform that can introduce young children aged 5-6 years to the culture of Tasikmalaya city. The use of the android platform for developing the application is because most of the mobile devices used by Indonesians are android devices, including among young children. It is expected that by harnessing digital technology, the process of learning can be more effective and innovative without neglecting the cognitive development of the young children. In this study, the research method used was Design-Based Research (DBR) which consists of four main stages, namely, identifying and analysing a practical problem, developing possible solution informed by existing technological innovations and designing principles, testing and refining the solution, and doing reflection. This study has successfully produced a learning media named “Jelajah Tasik or Explore Tasik” that can run on android devices. Moreover, an ebook containing the user manual was also created.

Keywords: Early Childhood Education; Learning Media; Mobile Learning; Android, Local Culture.

Share Link | Plain Format | Corresponding Author (Taopik Rahman)


5 Computer programming for kids ABS-131

Methods Of Fat Percentage Reduction In Certain Body Areas Through Workout Training Applications In Basic School Students
W Kusumah (a*), Y Akin (a), Y Nurcahya (a)

a) Universitas Pendidikan Indonesia, Jl. Setiabudhi no. 229, Bandung 40154, Jawa Barat, Indonesia
*widikusumah[at]upi.edu


Abstract

This study is motivated by the authors observations on several factors found in elementary schools related to obesity. One of the most important in the world of fitness is how to lose fat in the body. Often people only train certain body parts to lose fat in that body part. How to exercise using this application is a belief for ordinary people about how to lose fat in one part of the body, but the clarity of the effect of this exercise on reducing fat percentage has not been clearly revealed. Therefore, it is important to do research on this problem. The aim of the research that the authors propose is to look at the impact of exercise on certain parts of the body on reducing the percentage of fat. With research limitations to train only the abdominal part. This study used an experimental method, with abdominal exercise as the independent variable, and the dependent variable was a decrease in the percentage of fat, with conventional exercise as a control group. The population used in this study were elementary school students who were classified as obese by using purposive sampling technique, and were divided into two groups by ranking. Based on data processing, the authors draw the following conclusions: Abdominal exercises have a significant impact on reducing the percentage of fat in the abdominal area. As a control group, conventional exercise also had a significant effect on reducing the percentage of fat in the abdominal area.

Keywords: Abdominal exercise, mass percentage, workout exercise application

Share Link | Plain Format | Corresponding Author (Widi Kusumah)


6 Computer programming for kids ABS-135

THE INFLUENCE OF “AHOEYY” EDUCATIONAL GAME MEDIA ON STUDENTS UNDERSTANDING AND LEARNING MOTIVATION IN SOCIAL SUBJECT
Neni Nadiroti Muslihah1, Eko Fajar Suryaningrat 2, Abdul Hakim 3

Institut Pendidikan Indonesia Garut


Abstract

The purpose of this study was to determine the effect of educational game media "Ahoeyy" on social studies learning activities in the classroom. This research was also conducted to determine the increase in students understanding and motivation to learn social studies after the application of the educational game media "Ahoeyy". The results of the research that have been conducted shows that the students understanding ability in social studies learning has increased, and based on the overall indicators seen through the student learning motivation questionnaire resulted in a good category. So it can be concluded that the influence of the educational game media "Ahoeyy" is well implemented.

Keywords: educational game media, social studys comprehension ability, learning motivation, primary school student.

Share Link | Plain Format | Corresponding Author (Neni Nadiroti Muslihah)


7 Computer-based learning ABS-1

Aku Senang Membaca: An Application for Interactive-Multimedia-Aided Social-Cognitive Model for Early Reading Learning
Indah Nurmahanani, Munir, Yeti Mulyati, Andoyo Sastromiharjo

Universitas Pendidikan Indonesia


Abstract

Abstract. The gap in quality and quantity of learning process and resources available for Indonesian students has resulted in their poor reading skills[6]. The authors developed an Interactive-Multimedia-Aided Social-Cognitive Model (IMAS Model) for Early Reading Learning to improve students’ early reading skills in Indonesia. IMAS Model is based on social-cognitive learning theory, in which learning occurs through interactions between personal, behavioral, and environmental factors [14] in four steps: attention, retention, production, and motivation [13]. IMAS model combined the factors and steps of learning to produce principles for early reading learning, which were integrated in and delivered through an interactive multimedia. This paper discusses the development of an interactive multimedia for implementing IMAS model in early reading learning. The study employed design-based research approach and was conducted at two primary schools in Bandung with 112 first graders as respondents. The output of this study was Aku Senang Membaca, a computer application to implement IMAS model for early reading learning. The results of this study show that social cognitive learning model can be effectively integrated into and implemented using interactive multimedia. It means that the same model can be used for other subjects, with interactive multimedia developed specifically with materials in those subjects.

Keywords: Interactive Multimedia, Early Reading, Social-Cognitive Learning

Share Link | Plain Format | Corresponding Author (Indah Nurmahanani)


8 Computer-based learning ABS-5

Preliminary Design of An Android-Based Voltage Divider Calculator to Support Extracurricular Program in Elementary School
Sadam Fauzi, Syifaul Fuada*, Nadia Tiara Antik Sari, Titania Emaniar

Universitas Pendidikan Indonesia


Abstract

The voltage divider circuit is one form of many resistor configurations. The circuit is very simple: it is constructed by DC source (e.g., Battery, Power Supply) as voltage input (Vin) and at least two resistors (named as R1 & R2) connected in series, in which the midpoint of the connected-series resistors become an output. Although it is quite a simple circuit, for elementary students, finding voltage output (Vout) and determining a proper combination of R1 & R2 to get the expected Vout takes time. Calculation difficulties arise because of the R1 & R2 values cannot be chosen arbitrarily; it must be following the available commercially resistor. The calculation tool which is user-friendly, attractive, and simple is needed to facilitate the process of finding these variables. Based on literature studies, any paper that explicitly discusses the Android-based Voltage Divider Calculator has not been found. We also found that there is no result in finding the mentioned application on commercial Apps provider sites (such as Playstore, Appstore, and so on). This paper is a preliminary study in designing an Android-based Apps of the Voltage Divider Calculator. This paper only presents analysis and design steps. Hopefully, this application can later be employed as a complementary tool in an electronic extracurricular program at the elementary school level because most of the electronic material taught for elementary student contains the introduction of resistors and its applications accompanying with the mathematical expression of the resistor configurations.

Keywords: Android application, Elementary School, Elementary Student, Voltage Divider Calculator, Voltage Divider Circuit

Share Link | Plain Format | Corresponding Author (Sadam Fauzi)


9 Computer-based learning ABS-11

DEVELOPMENT OF DIGITAL MATHEMATICS TEACHING MATERIALS IN ELEMENTARY SCHOOLS USING WHITEBOARD ANIMATION FOR PRIMARY TEACHER EDUCATION STUDENTS STKIP PGRI LUBUKLINGGAU
Akmal Rijal (a), Azimi (b)

PGSD STKIP PGRI Lubuklinggau


Abstract

The problems that arise in the world of education today include the low competence of teachers and lecturers in the era of education 4.0, namely developing teaching materials or digital material, therefore a teacher or lecturer must have various skills including skills in developing the right digital media. . This study aims to develop a digital media for elementary school mathematics, whiteboard animation for Elementary School Teacher Education students of STKIP PGRI Lubuklinggau which has been tested valid and practical. This study uses a development research approach from the preliminary analysis stage, the design stage, and the assessment stage. The subjects of this study were students of the fifth semester of Elementary School Teacher Education at STKIP PGRI Lubuklinggau. Data collection techniques using questionnaires, observation and interviews. The data analysis technique used is descriptive analysis which describes the validity and practicality. The research has a very valid teaching material product with a score of 95% and practical with an average score of 92.5%. Thus the teaching materials in this study can be used because they have been declared valid and practical.

Keywords: teaching materials, whiteboard animation, elementary school math, primary teacher education, STKIP PGRI Lubuklinggau.

Share Link | Plain Format | Corresponding Author (Akmal Rijal)


10 Computer-based learning ABS-12

3D Visualization and Animation as Content Development for Digital Learning Materials for Traditional Indonesian Cloth: Songket Palembang based on Cloud
Intan Permata Sari(a*), Fahmi Candra Permana(a), Feri Hidayatullah Firmansyah(a), Asep Herry Hernawan(b)

a) Program Studi Pendidikan Multimedia, Universitas Pendidikan Indonesia Jl Raya Cibiru KM 15, 40393 Bandung, Indonesia *intanpermatasari[at]upi.edu
b)Program Studi Teknologi Pendidikan, Universitas Pendidikan Indonesia Jl. Dr. Setiabudi No.229, 40154 Bandung, Indonesia


Abstract

The animation is currently developing very rapidly, especially in 3D animation. Animated 3D visualization not only develops in the field of film, but also develops in digital-based learning such as interactive applications, presentation slides, e-books, and games, as well as supporting content for immersive technology, such as Augmented Reality, Virtual Reality, Mix Reality, and others. The development of 3D animation nowadays, but not accompanied by the use of animation as the delivery of information with local cultural content. The young generations lack of interest in local cultural arts is accompanied by a lack of digital learning materials and the delivery of interesting information for the younger generation. Therefore, the researcher aims to create 3D animated visualization assets that can motivate students to learn Indonesian cultural arts. Researchers applying the method Subdivision Surface, UV-mapping, 3d Painting, and walk cycle animation in the 3D visualization animation production process. The final result of this research is 3D Visualization and Animation as Content Development for Digital Learning Material for Indonesian Traditional Fabrics: Songket Palembang based on cloud.

Keywords: 3D visualization, animation, Learning Materials, Traditional Cloth Indonesia, Songket Palembang, Interaktif Media

Share Link | Plain Format | Corresponding Author (Intan Permata Sari)


11 Computer-based learning ABS-15

Lifestyle Exercises to Prospective Physical Education Teachers Through Application to Exercise at Home without Equipment
Anggi Setia Lengkana1*, Aam Ali Rahman2, Muhammad Nur Alif3, Rizal Ahmad Fauzi4, Gumilar Mulya5, Defri Mulyana6

universitas pendidikan indonesia
universitas siliwangi


Abstract

The rapid progress of smartphone technology makes it inevitable to help people to facilitate their daily activities not only for communicating but also for getting access to various other essential information. The smartphone with an Android operating system can be utilized very optimally for the advancement of science, especially in the field of sports. For the prospective physical education teachers, it becomes a supporting device for maintaining a healthy lifestyle by exercising. However, it must also be able to optimize its abilities in the field of technology. Therefore, the use of the application of Exercising at Home in Android-based device can be used as a medium to support the healthy lifestyle of prospective teachers of Physical Education. The purpose of this study is to instil how a healthy lifestyle by exercising every time without feeling the need to spend a lot of material, time and place for exercises. With this application, prospective teachers of Physical Education can maintain an active lifestyle by exercising every time. The procedures in this study were: 1) installing the application of Exercising at Home without Equipment, 2) studying the application instructions, 3) learning by doing, 4) evaluating the results of learning activities. This research was involving 88 first-level students of physical education. The findings of this study indicate that the use of the application of Exercising at Home without Equipment can give positive results on the exercise lifestyles of prospective teachers of Physical Education. This can be seen from the indicators, for example, 1) subjects pay attention to all directions, 2) subjects can apply in everyday life, 3) subjects are motivated to use their smartphones for other positive things. The conclusion is, the use of the application of Exercising at Home without Equipment can instil the behaviour of a lifestyle of exercise in the prospective physical education teacher.

Keywords: Android, exercise at home without equipment, lifestyle exercise, Physical Education Teachers.

Share Link | Plain Format | Corresponding Author (Anggi Lengkana)


12 Computer-based learning ABS-17

Web-Based Active Learning for Elementary Physical Education Prospective Teachers Program
Tatang Muhtar1*, Anggi Setia Lengkana 2, Herman Subarjah3, Adang Sudrazat4 Aam Ali Rahman5, Dede Nurodin6

universitas pendidikan indonesia
Sekolah Tinggi Keguruan dan Ilmu Pendidikan Sebelas April Sumedang


Abstract

Freedom of Learning for the Campus aims to enhance the quality of the learning process in higher education. It is increasingly autonomous and flexible, as well as the creation of an innovative learning culture that is not constraining, and by the needs of each tertiary institution. Based on the needs, the importance of preparing human resources to welcome the current era of the industrial revolution 4.0., learning success of students is marked by the birth of students who are productive, creative, innovative and efficient through the strengthening of integrated attitudes, skills and knowledge. As the final result, it is marked by the balance improvement between soft skills and hard skills. The purpose of this study is to implement web-based active learning activities to provide opportunities for students to create learning that is adapted to technological advances and reduce the risk of the boredom of students interacting during lectures. The procedures of this research were: 1) designing content, 2) studying content through face-to-face and e-learning, 3) evaluating student performance through face-to-face. The study was designed through experimental research. The subjects of this research were the first-year students in the Prospective Physical Education Teacher Program. The results of this study are, the use of web-based learning can produce active learning for students. The media is quite interesting in presenting the material. It also is not monotonous and always changing for each meeting. In conclusion, web-based active learning can provide new experiences for students of the Prospective Physical Education Elementary School Teacher Program.

Keywords: Active Learning, Blended Learning, College Student

Share Link | Plain Format | Corresponding Author (Tatang Muhtar)


13 Computer-based learning ABS-22

Teaching IC Timer Through Simulation for Future STEM Teacher
Devi Puspita Dewi (a*), Syifaul Fuada (b), Prihantoro Tri Nugroho (c), Zamzam Kholidatuzzahra (d), Dina Afionita (e)

a,b,c,d,e Progam Studi Sistem Telekomunikasi, Universitas Pendidikan Indonesia,
Jalan Dr. Setiabudi 229, Bandung 40154, Indonesia

*devipuspitadewi[at]upi.edu


Abstract

Teaching in the STEM field based on the simulation is the necessary for students to understand the concepts and materials that have been given. This paper presents a simulation performed using IC Timer to generate a square signal using a virtual laboratory circuit wizard simulation software. In conducting the simulation, there are stages that will be given to students. There are 10 stages that will be explained in the lab experiments section. The method used consists of design for simulation. With this paper, it is expected that future teachers can provide simulated teaching to their students well. The results obtained in the simulation using this IC Timer are square signals that can be generated by the IC Timer circuit, and the results of frequency calculations, both through theoretical calculations and calculations with an oscilloscope do not show significant results. Teachers can provide teaching to students through simulation with a virtual laboratory first before carrying out practice directly, so students can use real devices properly and can reduce the risk of damage.

Keywords: Simulation; IC Timer; Circuit wizard; Virtual laboratory; STEM teacher

Share Link | Plain Format | Corresponding Author (Devi Puspita Dewi)


14 Computer-based learning ABS-23

The Use of Social Media Technology in Research at Covid-19 Time: Accounts and Problems
Herli Salim (a), Muhammad Hanif (b*)

(a) Universitas Pendidikan Indonesia Kampus Serang, Ciracas Street 18, Serang 42116 Banten, Indonesia
salimherli[at]gmail.com

(b) Universitas Pendidikan Indonesia Kampus Serang, Ciracas Street 18, Serang 42116 Banten, Indonesia
muhammadhanif[at]upi.edu


Abstract

The Covid-19 outbreak has impacted research since the government employ social distancing and physical distancing. As a matter of fact, the data collection process should use technology. This article aims to reveal the use of social media technology as a research tools in the pandemic time. This study focus on the potential and challenges using social media in research especially in educational field. Basically, social media tends to be freely used by various circles, both in terms of cost and time spent. In addition, looking at the economic conditions during the declining COVID-19 pandemic, making social media can be used as an alternative tool compared to other technological platforms. Based on these facts, the authors are interested in studying the use of social media as an alternative research tool in favor of the Covid 19 policy. This study revealed the high potential of social media use (Youtube, Instagram and WhatsApp) in educational research. The low-cost feature of social media made this alternative should be considered although having some challenges. This study promoted social media as one of the alternative troubleshooting educational research in the covid-19 period. The research is hopefully contributed to the development of technology for research at the limitation of Covid pandemic.

Keywords: social media technology; educational research; pandemic

Share Link | Plain Format | Corresponding Author (Muhammad Hanif)


15 Computer-based learning ABS-25

Ciletuh Palabuan Ratu UNESCO Global Geopark Digital Map for ESD
Asep Herry Hernawan, Prihantini, Mochamad Iqbal Ardimansyah, M Ridwan Sutisna

Universitas Pendidikan Indonesia


Abstract

Geopark plays an important role in maintaining the survival of the Earth through increasing awareness and respect for the environment and cultural resources (Fernández Álvarez, 2020). Geopark is able to provide a medium to learn about the values contained in nature and culture. One of the geoparks in Indonesia is the Ciletuh Geopark. After being recognized by UNESCO, officially named Ciletuh Palabuan Ratu UNESCO Global Geopark (UGGp) is a geographic region that has a Geological Site and a valuable Geological heritage in the form of Geodiversity, Biodiversity, and Cultural Diversity. In the educational context, Geopark can be used to foster community understanding and concern for the earth and the surrounding environment. Geopark as a protected natural heritage has the potential to be a very effective tool to support science and nature education (Tormey, 2019). Education is important in supporting transformative change, learning opportunities for life and inclusive learning (Silva & Sá, 2018). In order to maintain the usefulness of the values and information possessed by Ciletuh Palabuan Ratu UGGp, it is necessary to develop a digital map to show the diversity distribution. Using the waterfall model, geographic information system software formed in a web-based digital map, is developed through five stages of development, which are identification of problems, study of literature, data collection, system design, and testing.

Keywords: geopark, digital map, earth and science education

Share Link | Plain Format | Corresponding Author (M. Ridwan Sutisna)


16 Computer-based learning ABS-26

Elementary Teacher Readiness in Online Learning During Pandemic; Prospects and Facts
Nunung Siti Sukaesih, Hikmat Pramajati, Sri Wulan Lindasari, Emi Lindayani

Universitas Pendidikan Indonesia


Abstract

Abstract. Since WHO established COVID-19 as a pandemic, it has greatly impacted all aspects of life, including the educational aspect. To break the chain of distribution of COVID-19 it is necessary to apply physical distancing, including in the learning process. Distance learning (online) is an alternative method of learning during a pandemic, although this method cannot completely replace the face-to-face learning process, but must be done before the discovery of vaccines to prevent the transmission of COVID-19. Its just that distance learning is of course very different from the face-to-face learning in class, that has been done so far. There is a need for more sophisticated technology support when learning methods are done remotely. Starting from the simple smartphone to the most sophisticated, namely virtual learning. Constraints faced not only from students but also from the teacher as a student learning facilitator. Based on this, it is very important to know the extent of elementary school teacher readiness in carrying out distance learning? This research is a quantitative descriptive study by conducting a survey of research subjects with a sample of 551 elementary school teachers spread across one district in Indonesia. The research sample was chosen by simple random sampling, and online data collection using the Google form platform consisting of 25 questions about expectations and reality about distance learning modified from the Learning Readiness for Teacher questionnaire.

Keywords: education; distance learning; covid-19; elementary school

Share Link | Plain Format | Corresponding Author (Nunung Siti Sukaesih)


17 Computer-based learning ABS-27

The Application of Augmented Reality in Childrens Stories
Seni Apriliya, Mohamad Feri Faerullah Fauzi

Universitas Pendidikan Indonesia


Abstract

Augmented Reality (AR) has been widely used and utilized as a tool in learning. But the use of this technology in childrens stories especially in Indonesian is still very limited. Therefore, this study aims to illustrate the application of augmented reality (AR) in childrens story books. This paper is part of the development research that refers to Reeves design-based research (DBR) model, consisting of (1) analysis of practical problems, (2) development of solutions, (3) iterative cycles of testing and (4) reflection. The results showed that several computer-based and android mobile phone-based applications were needed to apply augmented reality in childrens stories.

Keywords: augmented reality; children’s stories

Share Link | Plain Format | Corresponding Author (Seni Apriliya)


18 Computer-based learning ABS-30

Parents Perspective over Use of Digital Classroom for Elementary Student
Y Ariani, Y Helsa, S Ahmad, M Zainil, AK Kenedi, M Ghazali

Universitas Negeri Padang
Universitas Samudra
Universitas Sains Malaysia


Abstract

This study aimed to assist parents in monitoring their children’s learning development at elementary level. Parents are expected to get more involved at controlling students’ learning process and outcomes through digital classroom. The research was conducted at SD Negeri 01 Benteng Bukittinggi, SD Negeri 02 Percontohan Bukittinggi, and SD Plus Marhamah. The chosen 102 respondents were the fourth graders’ parents. The research is focused on the effectiveness of Schoology application as an online digital classroom. The research implemented Research and Development and five stages of ADDIE Instructional design. Both qualitative and quantitative data are used. The data was collected through questionnaire. The research findings showed that parents played significant role in achieving learning objectives. On the other hand, To manifest ICT potential, teachers must create, design and develop better contents for digital classroom.

Keywords: Digital Class, Schoology, Parents

Share Link | Plain Format | Corresponding Author (Yetti Ariani)


19 Computer-based learning ABS-31

Improving Elementary Students Conceptual Understanding on Science through In-Blended Learning
Yuyu Hendawati, Suko Pratomo, Fitri Nuraeni, Rahmatia Nuraisah

Universitas Pendidikan Indonesia


Abstract

Students were often struggled to acquire conceptual understanding about science topic due to ineffective use of time during the lesson. A learning model combining inquiry learning and blended learning that is called as In-Blended learning might be the solution to this problem. Through one group pretest-posttest design, this study aims to investigate the impact of In-Blended learning towards students’ conceptual understanding. Four fifth grader of elementary school in Kertamukti area participated in the study. Results suggest that after the implementation of In-Blended learning, students’ conceptual understanding in all indicators are improved by N-gain value as much as 0.75 for explaining, 0.66 for classifying and 0.54 for exemplifying. In addition, 98.6% correlation value imply that the implementation of In-Blended learning significantly impact students’ conceptual understanding.

Keywords: elementary education; conceptual understanding; blended learning; inquiry learning

Share Link | Plain Format | Corresponding Author (Yuyu Hendawati)


20 Computer-based learning ABS-37

Ketimbang Main: Augmented Reality-Based Application to Improve Students 4Cs
N W A Majid, E S Titiana, B Yolandini, R Nurhanifa, R Akbar , and T Sumiati

1Pendidikan Sistem dan Teknologi Informasi, Kampus UPI di Purwakarta, Universitas Pendidikan Indonesia, Jalan Veteran No. 8 Nagri Kaler, Purwakarta, Indonesia
2Pendidikan Guru Pendidikan Anak Usia Dini, Kampus UPI di Purwakarta, Universitas Pendidikan Indonesia, Jalan Veteran No. 8 Nagri Kaler, Purwakarta, Indonesia
3Pendidikan Guru Sekolah Dasar, Kampus UPI di Purwakarta, Universitas Pendidikan Indonesia, Jalan Veteran No. 8 Nagri Kaler, Purwakarta, Indonesia


Abstract

The COVID-19 outbreak was an issue facing the people of Indonesia and it had a significant impact. One of the potential impacts is on the education sector, such that more use is made of digital media in engaged in learning. There are many techniques for learning implementation, in particular with the use of technology. One of them is learning to stimulate children when aided by augmented reality. The aim of this study was to assess the use of augmented reality-based learning media as an attempt to enhance 4Cs in childrens learning. The method employed in this research is descriptive by observing the use of augmented reality to apply learning. The results of this study are innovative learning media for children focused on technology, which use augmented reality as the primary priority of their development.

Keywords: Augmented reality, digital media, learning, COVID-19, educational technology

Share Link | Plain Format | Corresponding Author (Nuur Wachid Abdul Majid)


21 Computer-based learning ABS-38

Identify the level of study computer science at the begining of semester in university
Dian Permata Sari, Suprih Widodo, Rizki Hikmawan, Nuur Wahid Abdul Majid, Raihan Irsyad Tumbuan

Universitas Pendidikan Indonesia


Abstract

Students understanding of computer science is not a common science today, because the use of technology itself is a daily necessity. However, students understanding of computer science at the beginning of the semester is still considered very biased towards the skills that must be possessed to start as an IT Professional, because their understanding is limited to the users side of using technology. For each teaching staff and lecturers, it’s necessary to have a learning plan, as well as an approach method that is used to support the success of the material set out in the curriculum. In this study, researchers used a method with a buss group discussion model which was carried out by giving material to each group to students, then students looking for and observing the material that had been given. The process in it’s to discuss phenomena and problems encountered in daily life experienced by students. The results of the application of learning with the business group discussion model approach itself are expected to be able to improve understanding of computer science learning through assessments: the cognitive domain, the affective domain and the psychomotor domain.

Keywords: Learning, Computer Science, Buzz Group Discussion

Share Link | Plain Format | Corresponding Author (Dian Permata Sari)


22 Computer-based learning ABS-39

Development of Instrument to Measure Understanding Sex Education for Children Based On Digital Kahoot Games
Risty Justicia (a) Gartika Dwi Jayanti (a), Cahya Karisma Pertiwi (b), Aan Yuliyanto (c), Syifaul Fuada (d)

(a) Pendidikan Guru Pendidikan Anak Usia Dini
Universitas Pendidikan Indonesia Kampus Purwakarta
gartikadj1[at]student.upi.edu
risty[at]upi.edu*

(b) Pendidikan Guru Sekolah Dasar
Universitas Pendidikan Indonesia Kampus Purwakarta
cahyakarisma[at]upi.edu

(c) Pendidikan Dasar Sekolah Pascasarjana
Universitas Pendidikan Indonesia, Bandung
aanyuliyanto[at]upi.edu

(d) Sistem Telekomunikasi
Universitas Pendidikan Indonesia Kampus Purwakarta
syifaulfuada[at]upi.edu


Abstract

The crowd of reports about sexual behavior deviations can be a threat to children. Therefore, sexual education must be given to children from an early age. Kahoot-based digital games are considered to be able to help children understand sex education through the features offered, one of which is a quiz that understands students through simple pictures and questions. The research aims to create an instrument to measure understanding of sex education for early childhood students through learning sex with digital Kahoot Games. The method used in this research is R & D. The instrument developed was an observation sheet that was tested on 30 first and second-grade students in Purwakarta. The development of an instrument to measure understanding of early childhood students through learning based on digital Kahoot games related to sex education showed good validity on all items with two items classified as moderate and eight items classified as high. The reliability analysis of the instrument resulted in very consistent stability with Cronbachs Alpha value of 0.813>0.600. Thus, the instrument of understanding early childhood related to sex education is appropriate for measuring children’s understanding of sex education in further research through digital Kahoot Games.

Keywords: Sex Education, Kahoot Games, Development of Instrument

Share Link | Plain Format | Corresponding Author (Gartika Dwi Jayanti)


23 Computer-based learning ABS-45

Meta-Analysis: The Correlation of Learning Media in Hybrid Learning With Critical Thinking dan Creativity
H D Ayu1, N R Utami1, R Winahyu1, B Jemat1 and A Jufriadi1*

1Physics Education Department, niversitas Kanjuruhan Malang, Jl S.Supriadi 48, Indonesia


Abstract

The aim of this study was to determine the correlation between learning media in hybrid learning, creativity dan critical thinking skill. The type of research used is metaanalysis, while the method used is descriptive analysis. Researchers analyzed 30 articles indexed by Scopus. All articles are articles published in the last 10 years. The results of the metaanalysis show that the effect size calculation shows a significant result of 0.78 for the correlation between the use of learning media and critical thinking skills. Meanwhile, the correlation between learning media in hybrid learning and creativity skills is indicated by an effect size of 0.91. So it can be concluded that there is a good correlation between learning media in hybrid learning and creativity dan critical thinking skill.

Keywords: Meta-anaysis, Learning Media, Critical Thinking, Creativity

Share Link | Plain Format | Corresponding Author (Nur Rohmah Utami)


24 Computer-based learning ABS-47

Opportunities and challenges make Bigbook to Digital Version as Language Learning Media
Taufik Ridwan(1), Endang Hidayat (2), Ahmad Fauzi(3), Fiqhi Zuhda Fathi Falah(4)

1,4)Study Program of System and Information Technology Education, Universitas Pendidikan Indonesia, Indonesia
2)Study Program of Elementary School Teacher Training, Universitas Pendidikan Indonesia, Indonesia
3)Study Program of Telecomunication System, Universitas Pendidikan Indonesia, Indonesia


Abstract

In language learning on elementary schools, reading skills are needed as the basic foundation for further learning. In first-grade student, students learn to read initiation. Along with the development of information technology the use of technology for learning is worth considering. This research tries to look for opportunities and challenges in building reading media in the form of big books into digital form. The research method used descriptive analysis method. The results of the study found, opportunities in building big books in digital form can be considered, especially in distance learning situations today. In building a digital big book, in addition to the required big book content, it also needs to consider the side of human and computer interaction, especially Learnability, Flexibility, and Robustness. These three principles must be taken into during software engineering process such as requirements analysis, design, implementation, testing, and maintenance.

Keywords: Big book, digital, elementary school, language, media

Share Link | Plain Format | Corresponding Author (Taufik Ridwan)


25 Computer-based learning ABS-49

The Analysis of Distribution Map of Physical Education Learning Motivation through Rasch Modeling towards Elementary School Students
L Nur (a)*, E A Mashudi (a), R N Ramdhani (a), A Yulianto (a), A Budiman (a), E Nur’aeni (a), R Giyartini (a), A Mulyadiprana (a), A A Malik (b)

a) Universitas Pendidikan Indonesia, Jl. Dr. Setiabudhi 229, Bandung 40154,
Jawa Barat, Indonesia
*lutfinur[at]upi.edu

b) Universitas Siliwangi, Jl. Siliwangi 24, Tasikmalaya 46115, Jawa Barat, Indonesia


Abstract

The distribution map of students’ motivation in Physical Education learning was able to provide information about the electability of motivation items (questionnaires) which were distributed to a number of elementary school students. In more detail, this study analysed the classification of the electability level of physical education learning motivation items in elementary schools which were adopted from [1] by combining the standard deviation (SD) values and logit average values (Mean). The data analysis technique was carried out through Rasch modeling assisted by the Winsteps 3.75 application (dichotomous data processing). The results of this analysis indicated that there were variations in the level of electability of physical education learning motivation items. The classification included: difficult item category selected with greater logit value + 1SD; difficult item category to be selected with a value of 0.0 logit +1 SD; easily selected item category with a value of 0.0 logit -1 SD; easily selected item category with lower value than –SD. A good set of motivational items could identify the various motivations of students with varied levels of motivation.

Keywords: distribution map; motivation; physical education; rasch modeling; elementary school

Share Link | Plain Format | Corresponding Author (Lutfi Nur)


26 Computer-based learning ABS-50

Design of a Web-Based Digital Learning Resource Center to Assist Online Learning with Mathematics Content in Primary Schools
M Ridwan Sutisna, Yeni Yuniarti, Husen Windayana, Hendriyana

Universitas Pendidikan Indonesia


Abstract

Online learning is implemented as an alternative solution, but also raises various problems faced by teachers, students, and also parents who accompany their children to study online from home. Early researches results reveal the cause of the difficulty of online learning during the Covid-19 pandemic is the inability of teachers to produce digital learning resources. it is one of the causes that can be prioritized to resolve in this regard. Especially in learning with Mathematics content which already has a negative stigma. Therefore, it is necessary to make a Learning Resource Centre (LRC), so that its learning resources can be used by teachers. The main focus of this study is 1) the design of the digital LRC website. 2) Development of a digital LRC website that can be used by teachers in presenting the learning process. 3) provide helpful guidance for teachers in digital learning development by utilizing digital LRCs. The development of the Website-Based Digital LRC design is realized through a seven-step Software Development Life Cycle (SDLC) model. The seven stages will be packaged into three main activities, 1) Collection and management of digital learning resources, 2) Development of LRC website and 3) Workshop of Digital LRC website use

Keywords: Online Learning, Digital Learning Resource Center, Math Learning.

Share Link | Plain Format | Corresponding Author (M. Ridwan Sutisna)


27 Computer-based learning ABS-53

The Analysis of Student Response Patterns to Physical Education Learning Motivation through Rasch Modeling in Elementary Schools
L Nur (a)*, S Juditya (b), E Kastrena (c), R N Ramdhani (a), A Budiman (a), H Y Muslihin (a), A Yulianto (a), R Wibowo (a), T Haryono (a), R Giyartini (a), A A Malik (d)

(a) Universitas Pendidikan Indonesia, Jl. Dr. Setiabudhi 229, Bandung 40154, West Java, Indonesia
*lutfinur[at]upi.edu

(b) STKIP Pasundan, Jl. Permana No.32B, Cimahi 40512, West Java, Indonesia
(c) Universitas Suryakancana, Jl. Pasirgede Raya, Cianjur 43216, West Java, Indonesia
(d) Universitas Siliwangi, Jl. Siliwangi 24, Tasikmalaya 46115, West Java, Indonesia


Abstract

The analysis of the students’ responses to physical education learning motivation was able to provide information about the effectiveness of the learning implementation. In more detail, this study identified and analysed the students’ motivation level in learning Physical Education by filling out the Physical Education learning motivation questionnaire items. The data analysis technique was carried out through Rasch modeling assisted by the winsteps 3.75 application (dichotomous data processing), in which the information classification on the students motivation level to learn physical education could be seen through the standard deviation (SD) value and the starting point of the logit person average value [1]. From the results of this analysis, the students motivation to learn Physical Education was obtained, namely: high, medium, and low. The results of this classification were based on the SD value (standard deviation = 0.51) and the MEAN value (0.67). The classifications were ranged as follows: If the motivation to learn Physical Education> SD (0.51) then the students have high motivation to learn Physical Education; if SD (0.51) <motivation to learn Physical Education <Mean (0.67) then the student has medium motivation to learn Physical Education; If the motivation to learn Physical Education <Mean (0.91) then students have low motivation to learn Physical Education. In addition, the results of this analysis were able to see inappropriate response pattern employed by the students in filling out the Physical Education learning motivation items based on the students motivation to learn Physical Education.

Keywords: student response; student learning motivation level; physical education; rasch modeling

Share Link | Plain Format | Corresponding Author (Lutfi Nur)


28 Computer-based learning ABS-54

Using Technology of Learning Style and Creativity for Social Studies Preservice Teachers
Muh. Husen Arifin, Nana Supriatna, Tin Rustini, Yona Wahyuningsih

Universitas Pendidikan Indonesia


Abstract

Learning styles and creativity in social studies learning with technology are very important for social studies pre-service teachers, technology-based social studies learning greatly determines the learning styles and creativity of social studies pre-service teachers. Learning styles and creativity are related to the learning process and social interactions in analyzing social studies learning with technology to direct creative pre-service teachers. The creativity of social studies pre-service teachers can be linked to high order critical thinking, able to solve problems, and ready to collaborate in social studies learning. A joyful social studies learning process is needed to foster learning creativity and learning interaction, especially at UPI Campus Cibiru. This study aims to analyze students as social studies pre-service teachers who use technology in the creation of social studies learning. They use technology to improve their social studies teaching patterns. This study states that the learning styles and creativity of social studies learning by pre-service teachers use technology as the right tool to produce planning as a social studies pre-service teachers in elementary school. The necessity of using technology for social studies pre-service teachers is very necessary and important. Therefore, there need to be creative steps to use technology in learning so that the results can be useful for social studies pre-service teachers. The research steps from the perspective of implementation, design, use a qualitative research approach. The results of this study indicate that the impact of learning styles and creativity in social studies learning with technology is very much felt. The use of technology in social studies learning currently motivates students to experiment in designing creative social studies learning.

Keywords: creativity, learning style, social studies, techonology

Share Link | Plain Format | Corresponding Author (MUH. HUSEN ARIFIN)


29 Computer-based learning ABS-56

Youtube Video: Developing Film-Based Instructional Media for Elementary School Student
S Juditya (a)*, R M Rizal (a), Sutiswo (a), A Sobarna (a), L Nur (b)

(a) STKIP Pasundan, Jl Permana no 32b, Cimahi, 40512, Jawa Barat, Indonesia
*sjuditya[at]gmail.com
(b) Universitas Pendidikan Indonesia, Jl Dr. Setiabudi no 229, Bandung 40154, Jawa Barat, Indonesia


Abstract

Abstract. The development of technology has penetrated into field of education. Indirectly, it gives a big impact on the development of world of instruction especially in physical education at elementary school. As a matter of fact, it also has to be in line with the availability of technology-based instructional media that capable of enriching the instruction of physical education. Thus, the aim of this study is to develop film-based instructional media in the form of YouTube video. ADDIE (Analysis, Design, Development, Implementation and Evaluation) method was used as the method of the study. Some experts become the participants of the study that consist of experts in the physical education material and in the field of instructional media. Feasibility Instructional Media Questionnaire was used as the instrument of the study. Moreover, to analyze the data, presentation of analysis was used. The result showed that physical education material experts stated this instructional media was very feasible to use (93.91%) while instructional media experts stated the same argument that the instructional media was very feasible to use (91.25%).

Keywords: Keywords: Instructional Media, YouTube Video, Technology-based, Film-based, Physical Education

Share Link | Plain Format | Corresponding Author (silvy juditya)


30 Computer-based learning ABS-59

Development of Online Learning Media Based on Telegram Chatbot (Case Studies : Programming Courses)
Mochamad Iqbal Ardimansyah (a*), Mochammad Haldi Widianto (b)

a) Software Engineering Department, Indonesia University of Education
229 Dr. Setiabudi Street, Bandung 40514, West Java, Indonesia.
*iqbalardimansyah[at]upi.edu

b) Informatics Departement, School of Computer Science, Bina Nusantara University
9 K.H. Syahdan Street, Jakarta Barat 11480, Jakarta
mochamad.widianto[at]binus.ac.id


Abstract

The Covid-19 pandemic has affected various aspects of life, one of which is education. In some certain areas, at this time the government has issued an interim policy that education provider institutions such as college, schools and its kind to conduct learning activities from home. The existence of this policy makes a change in learning patterns that are usually face-to-face to being forced to apply distance learning methods (online learnings). The limited internet quota, space and time during online learning, as well as different levels of understanding of each student make teaching methods with question and answer also hampered. The solution to that problem, we propose online learning media using telegram chatbot. The purpose of this research is to make the telegram chatbot as an online learning media with case studies of programming courses, so that be expected students can get learning with the way questions and answers about programming that can be accessed anytime and anywhere, without having to always tied to the lecturer. The telegram chatbot development method using the Prototype Method which is divided into three main stages, which are (1) system requirements analysis, (2) system design and development, and (3) evaluation.

Keywords: Development; Education; Online Learning Media; Chatbot; Telegram;

Share Link | Plain Format | Corresponding Author (Mochamad Iqbal Ardimansyah)


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