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121 Computer Science ABS-551

VIRTUAL TOURISM MODEL AS AN ALTERNATIVE CONCEPT OF EDUCATION TOUR AFTER COVID-19 IN BANDUNG CITY
Hafiz Nurrohman, Asep Yudi Permana, Juang Akbardin

Universitas Katholik Parahyangan, Bandung
Universitas Pendidikan Indonesia


Abstract

The tourism sector as one of the sectors that has been slumped by the Covid-19 pandemic needs a new breakthrough to enter a new normal era. Amid the ongoing paradigm shift and a number of new protocols will be implemented to welcome the new normal conditions in the tourism industry. The tourism sector in Indonesia, which has been absorbing many jobs, has been hit hard by the Covid-19 pandemic. Coupled with the difficulty of predicting when the pandemic will end, it is necessary to take smart steps in maintaining the sustainability of the tourism industry in entering an era of new norms. The new normal era brings new roles, new roads and expectations in the tourism sector. Digitalization is growing rapidly and rapidly requiring adaptation to new conditions and rearranging business strategies and models so that they can survive in the new normal era by adjusting technological developments. The tourism model is virtually a possible form of tourism in the future

Keywords: New normal, the tourism industry, multimedia development, virtual reality, technological development

Share Link | Plain Format | Corresponding Author (Hafiz Nurrohman)


122 Computer Science ABS-407

Comparative Study of Variable Importance Measurements on Identification of Vulnerable Households
Rini Irfani (a), Erfiani (b*), Bagus Sartono (c)

a) Department of Statistics, IPB University, Bogor, Indonesia, irfanibaehaqi[at]gmail.com
b) Department of Statistics, IPB University, Bogor, Indonesia, erfiani[at]apps.ipb.ac.id
c) Department of Statistics, IPB University, Bogor, Indonesia, bagusco[at]apps.ipb.ac.id


Abstract

Two of the seventeen goals stated in the SDGs are eradicating poverty and ending hunger. Indonesia^s poverty rate was recorded at 9.41 percent in March 2019, and the prevalence of the population with moderate or severe food insecurity was 5.42 percent. Identification of poor and food-insecure households needs to be done by using feature selection, namely information gain, gini gain, and mean decrease gini. The variables that were consistently in the top rankings were cooking fuel, the main material of the widest part of the dwelling floor, the main source of water used by the household for taking bath/washing, education status of the head of the household, the owned and the use of toilet facility, the main material of the widest part of walls, the status of household members of saver, the percentage of food expenditure, agricultural households status, and urban-rural classification. For characteristic variables that use the mean decrease gini, predictor variables with many categories tend to rank at the top for measuring variable importance. For example, variables for bathing and washing water facilities have four categories, and variables for the type of roof used to have four categories. Poor and food-insecure households have the characteristics of a house with bamboo floors, walls of woven bamboo, and cooks use charcoal and firewood.

Keywords: food insecurity, gini gain, information gain, mean decrease gini, poverty

Share Link | Plain Format | Corresponding Author (Rini Irfani)


123 Computer Science Education ABS-13

Forecasting Indonesia Inflation Using Long Short Term Memory Neural Network
I Gusti Bagus Ngurah Diksa(a*), Heri Kuswanto (b), Kartika Fithriasari (b)

a) Department of Statistics, Faculty of Science and Data Analytics, Sepuluh November Institute of Technology, Surabaya, Indonesia
b) Department of Statistics, Faculty of Science and Data Analytics, Sepuluh November Institute of Technology, Surabaya, Indonesia


Abstract

The case of inflation can influence monetary policy, and therefore, in assisting policy decision making, inflation forecasts can be made. Inflation forecasting is a connecting bridge to determine the value of inflation for the coming period. Getting an accurate inflation forecast value will be an important thing for determining monetary policy. The running inflation process allows it to change from time to time, resulting in a nonlinear model that will provide a more accurate forecast of inflation. The neural network is a general function approach capable of mapping any nonlinear function. One part of the neural network method that can be used in forecasting is the Long Short Term Memory (LSTM) method. This method has the advantage of storing information for a longer period. The neural network method^s efficiency depends on the network structure of the number of nodes and epochs in converging conditions. This study aims to obtain the best inflation forecasting model in Indonesia using the LSTM method. This method is a development network of a Recurrent Neural Network with a configuration of four gates, namely input gate, input modulation gate, forget gate, and outputs gate. Based on the research results, the best LSTM model in predicting Indonesia^s inflation has more than one node in hidden layer with the optimum number of epochs. However, too many nodes are used, and the not optimal use of epoch will make the root mean square error value of the model even worse.

Keywords: Inflation, Forecasting, Nonlinear, Long Short Term Memory, Root Mean Square Error

Share Link | Plain Format | Corresponding Author (I Gusti Bagus Ngurah Diksa)


124 Computer Science Education ABS-532

Learning of Islamic Education and Character (PAI dan Budi Pekerti) with Technological Pedagogical Content Knowledge and Personality (TPACK-P)
Hasbiyallah (a) Hilwa Fathia Jamil (b)

Universitas Islam Negeri Sunan Gunung Djati Bandung


Abstract

The aims of this research is to determine the ability of Islamic Education (PAI) Teachers in the ability to use Technological Pedagogical Knowledge Personality (TPACK-P), the effectiveness of using TPACK-P in islamic Education Learning and the effect of using TPACK-P on Islamic Education learning and Character (PAI) through the Network (online learning). This is a quantitative research approach with a survey method on Islamic Education an students of Senior High School (SMAN 2) Teluk Jambe Timur Karawang West-Java Indonesia. The result shows that 86,17% of teachers use TPACK-P in islamic education and character (PAI) learning, the effectiveness level of using TPACK-P is 84,38% and the effect of TPACK-P on islamic education learning reaches 45%. Thus, TPACK-P on Islamic Education (PAI) learning has been able to have a major influence on Islamic Education learning, because TPACK-P has combined all the abilities of Islamic education teachers in mastery of PAI material, their pedagogical abilities in the technology and personality shown in each lesson.

Keywords: PAI, Technological, Personality

Share Link | Plain Format | Corresponding Author (Hasbiyallah Hasbiyallah)


125 Computer Science Education ABS-21

Use of mobile application-based learning media in learning roof structure at Surakarta Vocational High School: learning conditions during online learning and development of mobile application-based learning media
Fajar Indra Kusuma 2, Nunuk Suryani 1, Sri Sumaryati 2

1 Sekretaris Direktur Jendral Guru dan Tenaga Kependidikan, Kemendikbud RI
2 Departemen Teknologi Pendidikan , Universitas Sebelas Maret, Jl. Ir. Sutami No.36, Kentingan, Kec. Jebres, Kota Surakarta, Jawa Tengah, Indonesia


Abstract

Abstract. Online learning is a solution used during the Covid 19 pandemic. This study aims to determine the conditions of learning during the pandemic as well as the development of mobile application-based learning media. This research is the result of a survey conducted on 126 students at the Vocational High School (SMK) majoring Civil Engineering in Surakarta. This research is a Research and Development (R&D) research in order to develop learning media based on mobile applications. The development model adapted in this study is the Alessi and trolip media development model. The adaptation stages in this research are planning, design, and development. Researchers managed to find that 98.1% of students have mobile devices that are 100% Android. It helps to highlight the necessary mobile and platform ownership for distribution to learners as part of a national implementation strategy that is being studied in Indonesia. In addition, the learning carried out by the teacher is still not optimal, as many as 79.6% of students stated that the learning that the teacher does usually only provides material through files (Word / PDF / PPT) for students to study at home, without any explanation of the material by the teacher. Other findings also highlight how the learning performance that has been used so far has been ineffective so that it has a negative impact on students. The results of the development of learning media by researchers indicate that experts and students have positive opinions about this Mobile Application-based learning media. All experts from media experts, material experts and expert practitioners stated that this media was ^Very Good^. The results of a questionnaire from the perceptions of 126 students in Surakarta also rated this media as ^Very Good^ with a percentage value of 86.30%

Keywords: Conditions during online learning, Development of learning media,

Share Link | Plain Format | Corresponding Author (Fajar Indra)


126 Computer Science Education ABS-23

Using Proteus Software-based Instructional Media to Promote Students^ Concept Mastery in Programming and Microcontroller Subject
S Hanif(a*), D L N Fauzi (b), and E A Juanda (b)

a) Departemen Pendidikan Matematika dan Ilmu Pengetahuan Alam, Universitas Indraprasta, Jl. Nangka No. 58, Jakarta Selatan 12530, Indonesia
Jl. Nangka Raya No.58
hanifsofi[at]gmail.com
b) Departemen Pendidikan Teknik Elektro, Universitas Pendidikan Indonesia, Jl. Dr. Setia Budhi No. 229, Bandung 40154, Indonesia


Abstract

Microcontroller has been applied in industries to solve engineering problem, but learning process in some vocational high school still have a limitation to construct instructional media simulation for students. This research aims to investigate the effect of using Proteus software as instructional media on students^ concept mastery. The method that used in this research was quasi experimental design using non-equivalent control group design. Instructional media in the experimental group was using Proteus software, while the control group was using Power Point. The sample was chosen by purposive sampling technique with 60 participants. Both of experimental group and control group consists of 30 students. The result shows the improvement of students^ concept mastery in the experimental group was obtained 0.60 and for the control group was 0.38. Based on the result Proteus software gives the better effect in improving students^ concept mastery, so it can be considered as one of an alternative instructional media that can be used in vocational high school.

Keywords: Microcontroller- Proteus Software- Students^ Concept Mastery- Instructional Media

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


127 Computer Science Education ABS-538

Development of virtual interactive learning model flipped classroom
Rita Mariyana

Early Chilhood Education PGPAUD Fakultas Ilmu Pendidikan Universitas Pendidikan Indonesia
ritamariyana[at]upi.edu
Jl. Setiabudi 229 Bandung Bandung 40154 Jawa Barat Indonesia


Abstract

The development of information and communication technology in the 21st century is taking place rapidly. The development of information and communication technology is also accompanied by its role in various aspects of human life, including aspects of education. The existence of this information and communication technology provides an opportunity to improve the quality of teaching and learning, namely by opening up access to finding broad learning resources for students. This is one of the factors in the popularity of the new learning orientation called student centered learning. This research introduces a new pedagogical approach, the Virtual Interactive Flipped Classroom (VIFC). The VIFC is an integration of two concepts: the Flipped Classroom and Virtual Interactive Classroom. This study aims to developing software Virtual Interactive Flipped Classroom. The final products were a virtual interactive model flipped classroom software along with its digital based classroom design.

Keywords: Virtual Interactive Learning, Flipped Classroom

Share Link | Plain Format | Corresponding Author (Rita Mariyana)


128 Computer Science Education ABS-541

IDENTIFICATION OF DIGITAL LITERACY SKILL OF STKIP WEETEBULA STUDENTS IN MOODLE BASED ONLINE LEARNING
Desak Made Anggraeni, Ferdinandus Bele Sole

STKIP Weetebula


Abstract

STKIP Weetebula is a private university located on Sumba Island, East Nusa Tenggara Province. In an effort to answer the challenges of learning during the Covid-19 pandemic, STKIP Weetebula has developed a moodle-based online learning platform that has been used by students and lecturers. This study aims to determine students^ digital literacy skills by using moodle in the midst of the Covid-19 pandemic. Moodle is an open source e-learning software that can be used in the learning process. Ease of use of this application, which can be accessed via Android. This type of research is a quantitative descriptive study. The data collection methods used were questionnaire and interview methods. Data obtained through filling out a questionnaire that is distributed through the Google form. Based on the results of the study, it can be concluded that the digital literacy skills of STKIP Weetebula students in moodle-based online learning are in the good category. This can be seen from the percentage index value for the 4 indicators of digital literacy skills of 72.28%

Keywords: Online Learning, Moodle, Digital Literacy Skill

Share Link | Plain Format | Corresponding Author (Desak Made Anggraeni)


129 Computer Science Education ABS-301

THE IMPLEMENTATION OF TRAINING METHODS AND THE ABILITY OF BASIC SPEED 100M ON THE PHYSICAL IMPROVEMENT OF FOOTBALL REFEREES
Widi Kusumah (a*), Masayu Rizka (a), Ridha Mustaqim (a), Yudi Nurcahya (a)

UNIVERSITAS PENDIDIKAN INDONESIA


Abstract

This study aims to find the impact of the application of training methods and the ability to basic speed of 100 m on the physical improvement (aerobic and anaerobic) of soccer referees, which consist of: (1) endurance, (2) strength, (3) speed, (4) agility, (5) Power, (6) Power Endurance. This research is an experimental research. The research subjects were 20 PS players. UPI. The research instrument in the form of Aerobic Ability Test using Balke test and Anaerobic Ability which consists of tests: Speed in the form of Speed: 20 meter dash sprint test, Speed in the form of Agility: shuttle run 4 mx 5 reps, Power leg: 3 Hop test, Power Endurance: Multi stage hurdle jump test, Speed Endurance: 150 meter sprint test. The data analysis technique used for the normality test, homogeneity test / F test, and T-test with a significant level of 5% using SPSS version 20 software.

Keywords: Aerobic, Anaerobic, Soccer Referee

Share Link | Plain Format | Corresponding Author (WIDI KUSUMAH)


130 Computer Science Education ABS-310

Students digital literacy: A case study in the Bali Province, Indonesia
I W Redhana, I N Suardana, I B N Sudria, A Samsudin, Irwanto

Universitas Pendidikan Ganesha


Abstract

The development of information technology in the 21st century has brought enormous changes to the lines of life. Students must be able to deal with this change by mastering digital literacy. However, so far, measurements of digital literacy, especially students in Bali Indonesia, have not been carried out. This study aims to describe the digital literacy profile of high school students in Bali Province, Indonesia. For this reason, data were collected through an online survey. A total of 440 high school students from 9 districts in Bali Indonesia filled out the online questionnaire. Samples were drawn by a quota sampling. This study used an ex post facto design. The results showed that there were differences in students^ digital literacy based on dimensions of digital literacy and grade level. However, there was no difference in students^ digital literacy based on gender. Teachers can use these digital literacy data to make lesson plans so that students can achieve learning goals appropriately.

Keywords: digital literacy- information skills- digital tool utilization skills- digital transformation skills

Share Link | Plain Format | Corresponding Author (I Wayan Redhana)


131 Computer Science Education ABS-323

The Use of Role-Playing Game (RPG) Media in ICT Subject to Improve Learning Motivation
Ana Fatwatush Sholichah (a*), Gunarhadi (b), Akhmad Arif Mussadad (c)

a) Faculty of Teacher Training and Education, Sebelas Maret University, Surakarta, Indonesia- anafatwa[at]student.uns.ac.id
b) Faculty of Teacher Training and Education, Sebelas Maret University, Surakarta, Indonesia- gunarhadi[at]fkip.uns.ac.id
c) Faculty of Teacher Training and Education, Sebelas Maret University, Surakarta, Indonesia- akhmadarifmusadad[at]staff.uns.ac.id


Abstract

This study aimed to examine the effect of android-based Role-Playing Game (RPG) educational game media on improving student learning motivation in SMP Negeri 40 Semarang on the ICT (Information and Communication Technology) subject. The study used a quasi-experimental method with a pretest-posttest control design. The tests of educational game media Role-Playing Game (RPG) in learning and student motivation were conducted on the research subjects, eighth-grade students of Junior High School State 40 Semarang with cluster random sampling technique. It was found that, based on the scores obtained from the statistical test with the SPSS 20 program, the sig. level was 0.007, less than 0.025 (0.000<0.025). This shows that there is a significant difference in the mean value between the control class and the experimental class. Therefore, the Role-Playing Game (RPG) media affects the learning process in the classroom, which is shown by the increase in student learning motivation.

Keywords: Role-Playing Game, Learning Motivation

Share Link | Plain Format | Corresponding Author (Ana Fatwatush Sholichah)


132 Computer Science Education ABS-342

Android Based Game and Blended Learning in Social Science: Effect on Student Achievement
Elvani Hertati (a*), Asrowi (b), Deny Tri Ardianto (c)

a) School of Teknologi Pendidikan, Sebelas Maret University
Jalan Ir. Sri Utami 36, Surakarta 57126, Indonesia
*elvanihertati26[at]student.uns.ac.id
b) Faculty of Bimbingan dan Konseling, Sebelas Maret University Jalan Ir. Sri Utami 36, Surakarta 57126, Indonesia
c) Faculty of Seni Rupa dan Desain, Sebelas Maret University
Jalan Ir. Sri Utami 36, Surakarta 57126, Indonesia


Abstract

The Pandemic Covid-19 has changed various aspects of human life today, especially in education. The purpose of this study focuses on the comparison between the use of android based game and blended learning during the Covid-19 pandemic to elementary school student learning achievement in social science (IPS). A quasi experiment with nonequivalent control group design was adopted in this research. A number of 103 five graders from two public elementary school in Magelang Regency were selected purposive sampling used as a research sample. The sample is classified into two groups according to the learning media used, namely the group that applies android based educational games in learning blended and study groups blended with video instructional. Student learning achievement data were obtained through multiple choice tests. The data were analyzed using the t test for the results of the pretest and posttest in the form of a multiple choice test. The results showed the influence of android based educational game media on student achievement. The use of android based educational game media is better in blended learning than the use of instructional videos. Therefore, android based educational game media must be emphasized as an alternative media in social studies learning to improve student learning achievement.

Keywords: android based game, blended learning, achievement, social science

Share Link | Plain Format | Corresponding Author (Elvani Hertati)


133 Computer Science Education ABS-89

Development of 3D flashcard-augmented reality learning media for pre-service teacher mathematics
Dhafid Wahyu Utomo, Sutrisno Sadji Evenddy, Rudi Haryadi

Universitas Sultan Ageng Tirtayasa


Abstract

Currently the development of technology in the world of education is very fast. The media used today must keep up with existing technological advances. In line with the times, classroom learning also uses English. Students must be able to master the material in English. The development of technology-based learning media needs to be developed to increase student motivation. This media uses augmented reality technology. Augmented reality is an innovation from computer graphics that presents visualization and animation of objects. The augmented reality application in the world of education is one that has a strong appeal to students and provides freedom for students to carry out the process of observing themselves. This augmented reality application is designed to make it easier or help students memorize vocabulary to attract interest in learning English. The research method used is R&D with a 4-D model and has 4 main stages, namely Define, Design, Develop and Dessiminate. Product feasibility is reviewed from the material and media expert^s assessment and student responses. The results showed that the 3d flashcard-augmented reality learning media was feasible to use in learning mathematics, especially in geometry material. The following results are that each of them gets a score of 85% from material experts, 87% from media experts, and 90% from student responses.

Keywords: Flascard 3D, Augmented Reality, 4-D

Share Link | Plain Format | Corresponding Author (Dhafid Wahyu Utomo)


134 Computer Science Education ABS-124

Multimedia Implementation for Online Practicum of Land Measurement Techniques at Vocational High School
Hilmawan Wibawanto, Roemintoyo, Triana Rejekiningsih

Master of Educational Technology, Universitas Sebelas Maret, Surakarta, Indonesia


Abstract

This study aimed to get the effectiveness value of using multimedia for the online practicum of land measurement techniques at vocational high schools. The research method used research and development which consist of three stages, namely: Planning, Design, and Development. The development stages used a quasi-experimental study conducted in one of the vocational high schools in the tenth grade, in Surakarta, Indonesia. The results of the study obtained a significant value on the difference in learning outcomes. The difference between the pre-test and post-test scores of the experimental class obtained an increase (gain) than the control class. Based on the difference in the mean, the treatment using multimedia has a significant impact on improving student learning outcomes. Thus, it can be concluded that the use of multimedia can be an alternative learning media for an online practicum on land surveying techniques in vocational high schools.

Keywords: Online practicum, land measurement techniques, vocational highschool

Share Link | Plain Format | Corresponding Author (Hilmawan Wibawanto)


135 Computer Science Education ABS-385

Employing Distributed Pair Programing In the Introductory Programming Courses
Mario Elyezer Subekti Simaremare

Information Systems, Institut Teknologi Del
Jl. Sisingamangaraja, Sitoluama, Laguboti, Kab. Toba, Sumatera Utara
mario[at]del.ac.id


Abstract

COVID-19 pandemic brings a lot of new challenges like never before. Adaptation is a must, which includes our way of learning and teaching. In Indonesia, distance learning is still uncommon. The freshmen are the most vulnerable group of students. They do not have any experience and fundamental knowledge about their field of study. This paper shares our experience in employing the pair programming approach as a part of our distance learning strategy. We applied the approach in the two introductory programming courses available to the freshmen. The grouping was done in both random and clustered approaches. Before the end of the semester, we collected the students^ opinions to evaluate the learning strategy. Based on the results, we conclude that pair programming is very effective to help the students reach the course objectives. However, commitment was reported as the biggest obstacle in the group and further treatment is needed.

Keywords: distributed, pair programming, introductory programming course

Share Link | Plain Format | Corresponding Author (Mario E. S. Simaremare)


136 Computer Science Education ABS-165

E-LEARNING COURSE AND THE IMPACT FOR TECHNOLOGY LITERACY OF IN SERVICE TEACHER IN 3T AREA
Ferdinandus Bele Sole, Desak Made Anggraeni

STKIP Weetebula


Abstract

The development of science and technology, especially in education sector, encourages universities to keep pace with the rate of development. STKIP Weetebula as one of the tertiary institutions in underdeveloped, outermost and frontier (3T) areas to responds the challenges of science and technology development by providing e-learning courses in curriculum changes. This study aims to describe the implementation of e-learning courses in the STKIP Weetebula Primary School Teacher Education (PGSD) study program and its impact on the technological literacy of in service teacher. This research uses survey research methods with qualitative and quantitative approaches. The data collection technique used is a survey technique using the Google form application. The results of the study show that the e-learning course in the PGSD study program aims to equip students in developing electronic learning using various platforms such as google meet, google classroom, zoom, youtube, blog, google form and zoho form. The data from the questionnaire shows that the e-learning courses that are studied during lectures are good provisions and are very useful for teachers, especially during the Covid-19 pandemic where learning was carried out by combining face-to-face and online learning. Even though they are in the 3T area, teachers can carry out online learning with the knowledge and skills they have acquired during lectures. The results showed that the teachers technology literacy skills were in a good category.

Keywords: E-Learning, technology literacy

Share Link | Plain Format | Corresponding Author (Ferdinandus Bele Sole)


137 Computer Science Education ABS-172

Detective Little Games in Learning Science To Improve Critical Thingking
Diagnesia Tambunan (a*), Asep Kadarohman (b)

a) Science Education Study Program, Postgraduate School, University of Education Indonesia
b) Science Education Study Program, Postgraduate School, University of Education Indonesia


Abstract

Technological developments greatly affect education today. The world of education must be able to adapt to technological developments by applying it in learning, one of which is the use of technology-based games. Based on statistics on the ESRB, people who enjoy playing games are mostly 10-30 years old. This is a consideration for developing games in learning so that students not only get pleasure but can also improve Critical Thinking and Learner^s Engagement skills. This is a challenge for researchers to develop games by incorporating learning materials appropriately so that learning objectives can be achieved. The game that will be developed is the Little Detective Game in science learning. The Detective Little is one of the games that meets the criteria to improve Critical Thinking and Learner^s Engagement skills. This little detective game is designed using a storyline application. The detective fiction in the game is environmental pollution that is centered on the investigation of environmental polluters in the community.

Keywords: Detective Little games, critical thinking, learner^s engagement

Share Link | Plain Format | Corresponding Author (Diagnesia Tambunan)


138 Computer Science Education ABS-178

Project Based Learning design through electronic modules on Human Circulatory System Material
Andita Nur Sakinah Lili Budiarti (a*), Charisma Cinta Choeronisa(b*), and Sio Tuti Gultom(c*)

(a) School of posgraduate, Indonesia University of Education, Jl. Dr. Setiabudhi No. 299, Bandung 40154, Indonesia
(b) School of posgraduate, Indonesia University of Education, Jl. Dr. Setiabudhi No. 299, Bandung 40154, Indonesia
(c) School of posgraduate, Indonesia University of Education, Jl. Dr. Setiabudhi No. 299, Bandung 40154, Indonesia


Abstract

Lack of understanding students of Human Circulatory System is caused by teachers who often use the lecture method when teaching. This research constructs a learning design using an electronic module combined with the Project Based Learning model (PjBL). The human circulatory system electronic module consists of several tools including materials, quizzes and interactive learning videos. On the content section, the material is equipped with examples of diseases on the circulatory system that often occur in everyday life. This research aims to describe students response of electronic module, teachers response of learning design and correlation between the two. This research includes descriptive explorative research conducted by survey method. Based on the descriptive statistics of learning the human circulatory system through electronic modules, students gave very good responses. And for the learning design using the PjBL model, it was considered effective by some teachers to be applied in the learning process.

Keywords: electronic module, project based learning model, students responses, teachers responses

Share Link | Plain Format | Corresponding Author (Andita Nur Sakinah Lili Budiarti)


139 Computer Science Education ABS-200

Development of Android Mobile Learning on the Subject of Static Electricity for Class IX Junior High School Students
Hadid Ady Nugroho- Heri Prayogo- Akhmad Haryanto- Arif Billah

Institut Agama Islam Negeri (IAIN) Salatiga
Jalan Lingkar Salatiga Km. 2 Sidorejo, Salatiga, Indonesia 50716


Abstract

The focus of this research is to develop Android mobile learning on the topic of static electricity. This research and development adopt the ADDIE steps (analysis, design, development, implementation, and evaluation). The research sample was 21 students of class IX MTs Aswaja Semarang Regency. The sample was taken through a stratified cluster sampling technique and a purposive cluster sampling. The one-to-one, small group and field trials involved 3- 6- and 12 students. The product feasibility assessment involved a material expert, a media expert, and two practitioners. Data collection instruments include documentation, interview guidelines, and questionnaires. The validity and practicality values are 4.02 (very good) and 4.01 (very good). The one-to-one trial phase, small groups, and field trials resulted in an average student response score of 3.58 (very good)- 3.85 (very good)- and 4.33 (excellent). The product contains the main menu: Objectives, Materials, Practice Questions, Simulation, and Evaluation. Android mobile learning has been published through the Google play-store under the name ^Media Pembelajaran Listrik Statis^. Product advantages include: according to the 2013 curriculum, interactive evaluation questions, can be downloaded online and free, can be run offline.

Keywords: Static electricity- Natural science- Learning media- Android application- Mobile learning

Share Link | Plain Format | Corresponding Author (Hadid Ady Nugroho)


140 Computer Science Education ABS-204

Development of Android-based learning media on the Human Respiratory System Topic for Class VIII Junior High School Students
Ayu Aulia Rachmawati- Ahmad Zaini Mahfudz- Arif Billah

Institut Agama Islam Negeri (IAIN) Salatiga
Jl. Lingkar Salatiga Km. 2 Pulutan, Sidorejo, Salatiga, Indonesia 50716


Abstract

This study aims to develop Android-based learning media on the subject of the Human Respiratory System for VIII grade students of SMP. This research design uses the stages of Planning, Production, and Evaluation (PPE). Samples were taken through stratified cluster sampling for one-to-one and small group trials, and purposive cluster sampling for field trials. The one-to-one, small group, and field trials involved 3, 6, and 12 grade VIII students of Ar-Rahmah Islamic Middle School, Semarang Regency. The assessment involved a material expert, a media expert, and two practitioners. The data collection instruments consisted of observation sheets, documentation, interview guides, and questionnaires. The questionnaire includes a column for product improvement suggestions. The value of the validity of the material is 4.09 (very good) and the practicality of the media is 4.04 (very good). The mean score of student responses was 3.56 (very good) in the one-to-one trial- 3.94 (very good) in small group trials- and 4.35 (excellent) in field trials. The development product contains the main menu: Basic Competencies, Indicators, Materials, Videos, Evaluations, and Instructions for use. The development product facilitates distance learning, self-learning, can be downloaded online and for free, and can be run offline.

Keywords: Human respiratory system- Natural science- Learning media- Android application- Mobile learning

Share Link | Plain Format | Corresponding Author (Ayu Aulia Rachmawati)


141 Computer Science Education ABS-229

The Feasibility of Android-Based Learning Media on the Topic of Earth Layers for Class VII Junior High School Students
Heri Prayogo- Hadid Ady Nugroho- Akhmad Haryanto- Arif Billah

Institut Agama Islam Negeri (IAIN) Salatiga
Jalan Lingkar Salatiga Km. 2 Sidorejo, Salatiga, Indonesia 50716


Abstract

The purpose of this research is to develop Android-based learning media on the subject of the Earth Layers. The research design follows the Four-D step (define, design, develop and disseminate). The research sample was 21 students of class VII MTs Aswaja Semarang Regency. The sampling technique used was stratified cluster and purposive cluster sampling. The three trials involved 3, 6, and 12 students. The collection instruments included field notes, interview guidelines, and questionnaires. The development product has been declared feasible with the validity value of 4.16 (very good) and the practicality is 4.22 (excellent). The mean value of student responses was 3.69 (very good) for the one-to-one- 3.97 (very good) for small group- and 4.26 (excellent) for field trials. The product has been published through the Google play-store with the title ^Media Pembelajaran Lapisan Bumi^. The product contains the main menus: Objectives, Materials, Simulation, and Evaluation. Product advantages include: according to the 2013 curriculum, facilitates distance and independent learning, can be downloaded online and free, can be run offline. The product limitation is that it still requires adding a more interactive competency test. Suggestions for further research are that it still requires effectiveness testing and advanced development.

Keywords: Earth layers- Natural science- Learning media- Android application- Mobile learning

Share Link | Plain Format | Corresponding Author (Heri Prayogo)


142 Computer Science Education ABS-246

Ketimbang Main: Augmented Reality-Based Application to Improve Students^ 4Cs
N W A Majid1, E S Titiana2*, R Nurhanifa3 , B Yolandini4, R Akbar5, and T Sumiati6

(a) Pendidikan Sistem dan Teknologi Informasi, Kampus UPI di Purwakarta, Universitas Pendidikan Indonesia, Jalan Veteran No. 8 Nagri Kaler, Purwakarta, Indonesia
(b) Pendidikan Guru Pendidikan Anak Usia Dini, Kampus UPI di Purwakarta, Universitas Pendidikan Indonesia, Jalan Veteran No. 8 Nagri Kaler, Purwakarta, Indonesia
(c) Pendidikan 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 children^s 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- Technology- Education

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


143 ESD in Science Education ABS-258

THE DEVELOPMENT OF A SCIENCE MODULE BASED ON THE LEARNING MODEL FOR THE MEANING OF MATERIALS, TEMPERATURE AND HEALTH CLASS VII SMP / MTs
Fauziyah Khoirin Nisyah, Muslim Ibrahim, Dinar Maftukh Fajar.

Study program of natural science, Faculty of Education and teacher science, State Islamic Institute, Jember, Indonesia


Abstract

This research is motivated by the rampant degradation of values, attitudes, and character of students, especially junior high school students- besides that, there is also a lack of natural resources for learning resources that students have about character education. Based on the results of research and development (Research and Developmet / R & D) with the ADDIE approach, namely: Analysis, Design, Development, Implementation, Implementation, Evaluation. Data analysis was performed with qualitative analysis and quantitative analysis. Data analysis was carried out namely numerical (quantitative) and descriptive (qualitative) data. Numerical (quantitative) data is in the form of numbers obtained from the validator and student questionnaire responses. While descriptive (qualitative) data in the form of suggestions / comments given by the validator during the validation process and students during the small-scale and large-scale test process, both written and unwritten. The results obtained from research conducted at MTs are as follows. First, the validity level of the science module based on the meaning learning model of 5 expert validators namely 2 material experts 86.58%, 2 Educational experts 83.77%, and 1 Science teacher 78.04%, an average of 82.79% with very valid / can be used without revision. Second, the students^ response to the science module based on the meaning of learning model with the results of the small group test got an average of 76.8% with an interesting category / agreed with the number of learners 5, then the large group test got an average of 77, 43% with interesting category / agree with the number of students 30.

Keywords: Character (moral value), The learning model of meaning, Science Module

Share Link | Plain Format | Corresponding Author (Fauziyah Khoirin Nisyah)


144 ESD in Science Education ABS-10

Conservation of Ocean Blue Carbon (OBC) Ecosystem Sustainability as a Climate Change Mitigation Strategy in Learning during the Pandemic
Nurul Farach (a*), Riandi (b), Parsaoran (c)

a) Indonesia University of Education
Jalan Setiabudi No. 229 Bandung 40154 Indonesia
*nurulfarach212[at]gmail.com
b) Faculty of Science Education
Jalan Setiabudi No. 229 Bandung 40154 Indonesia


Abstract

Today^s world problems are increasingly complex and complicated to solve from one point of view. Indonesia^s coastal ecosystems contribute 17% of the world^s blue carbon reserves, which is carbon that can reduce carbon dioxide emissions so that it can mitigate global warming and climate change. However, Indonesia^s blue carbon ecosystem is also among the most threatened in the world. About 3% to 7% of blue carbon ecosystems disappear every year, with the worst conditions. The problem must be resolved as quickly as possible by developing a caring, active and conservative society. The purpose of this research is to realize the conservation of the marine blue carbon ecosystem as a first step and a climate change mitigation strategy in learning through an analysis of the learning media needs of teachers and students. The method used was an online survey to determine the analysis of teacher response needs and student responses in developing ESD integrated science learning, totaling 22 people. The results of the study were based on an analysis of the needs of instructional media between teachers and students for the development of ESD integrated science teaching
with the highest result of 63.60%, which means that there are still many teachers who have not implemented integrated ESD learning contextually and the results of student responses also show that there is an interest in ESD integrated science learning material through the development of video media and mockups with the highest results 68.20%

Keywords: ESD- Blue Carbon- Ecosystems

Share Link | Plain Format | Corresponding Author (Nurul Farach)


145 ESD in Science Education ABS-281

Gender differences in the attitude of caring for nature for sustainable development
Irwan Muhammad Ridwan(ac*), Ida Kaniawati (b), Andi Suhandi, (b) Taufik Ramlan Ramalis (b), Achmad Samsudin (b), Rahmat Rizal (c)

a) Program Studi Pendidikan Ilmu Pengetahuan Alam, Sekolah Pascasarjana, Universitas Pendidikan Indonesia, Jl. Dr. Setiabudi No. 229, Bandung 40154, Indonesia
b) Departemen Pendidikan Fisika, Universitas Pendidikan Indonesia, Jl. Dr. Setiabudi No. 229 Bandung 40154, Indonesia
c) Departemen Pendidikan Fisika, Universitas Siliwangi, Jl. Siliwangi No.24, Indonesia


Abstract

The rapid development of science and technology has caused changes in all aspects of human life, including the attitude of concern for nature and human lifestyles. The purpose of this study is to describe gender differences in the attitude of caring for nature to support sustainable development. This research was conducted using a descriptive method involving 54 prospective physics teacher students at a university in Tasikmalaya, consisted of 26 males and 28 females aged 19-23 years. Data were collected by using a questionnaire on caring attitudes towards nature and a sustainable lifestyle. The collected data are processed by determining the average percentage of their answers. The results showed that the attitude of caring for nature and the sustainable lifestyle of female students was higher than that of male students. Females have an average percentage of 86.1% (high category) and males have a percentage of 82.9% (high category). Several recommendations were delivered to prospective physics teacher students, especially for the males, to effectively increase their awareness of nature and collaborate with females to promote sustainable development

Keywords: gender differences, attitude of caring, sustainable development

Share Link | Plain Format | Corresponding Author (Irwan Muhammad Ridwan)


146 ESD in Science Education ABS-292

Can Be The Program Kali Bersih (PROKASIH) Implemented In Sustainable Science Learning?:Literature Review
Charisma Cinta Choeronisa(a)* , Riandi (b), Rini Solihat (b)

a) Program Studi Pendidikan IPA, Universitas Pendidikan Indonesia, Jl. Dr. Setia Budhi No. 229, Bandung 40154, Indonesia
b) Departemen Pendidikan Biologi, Universitas Pendidikan Indonesia, Jl. Dr. Setia Budhi No. 229, Bandung 40154, Indonesia


Abstract

Abstract. The existence of clean water is one of the main things needed by humans, both for the needs of daily life and for other purposes. The existence of river water in big cities in Indonesia is now beginning to be threatened with entering the category of polluted water, whether it is moderately polluted or heavily polluted. In Indonesia, there is even PROKASIH as a solution to these problems. This program will be more optimal if implemented jointly between students, the community and the government and of course can answer points 6 and 17 in the SDGs, namely the problem of Clean Water and Sanitation and Partnership for The Goals. The clean river program (PROKASIH) is one of the programs proposed to drive a sense of care for the environment in students from an early age, the idea of a clean river program (PROKASIH) is included in science learning in schools, especially in water pollution material to encourage its growth. The attitude of caring for the environment and reducing the occurrence of river water pollution is also an effort to care for proper water sanitation as an implementation of the sustainable development goals (SDGs) program in learning in schools. The data collection method used is by using literature study which is the reference in analyzing the research results. Based on the results of literature studies, several articles show that realizing the PROKASIH program requires several considerations, including the need for involvement between the community / parents and the government, both local and city governments, and this program is also good if it is incorporated into learning in schools.

Keywords: PROKASIH, Sustainable Science Learning

Share Link | Plain Format | Corresponding Author (charisma cinta choeronisa)


147 ESD in Science Education ABS-295

The Achievement of High School Students^ Ability to Design and Conduct research in waste material through an authentic research program
I Nurlaelah1,2*, A Widodo1, S Redjeki1 and T Rahman1

1Sekolah Pascasarjana, Universitas Pendidikan Indonesia, Jl. Dr. Setia Budhi No. 229, Bandung 40154, Indonesia
2Program Studi Pendidikan Biologi, Fakultas Keguruan dan Ilmu Pendidikan Universitas Kuningan, Jl. Cut Nyak Dien No.36A, Kuningan 45513, Indonesia


Abstract

The achievement of the skills in designing research and compiling reports on the results of students^ research on waste learning through authentic research programs is revealed in this study. The skill of design research includes skill in compiling a research design consisting of ten indicators. Meanwhile, the skill of compiling research reports in question refers to skill of writing scientific papers in the form of research reports consist of eight indicators. This study used an experimental method with pre-experimental design one-shot case study. A total of 45 students of class X who were divided into 13 groups were the subjects of this study. Sources of research data were obtained from the research design group report performance products and the research design group report performance products. Both performance product data were analyzed by identifying each indicator and adjusting it to the rubric category that had been developed, then the students^ scores were converted into scores. The results showed that 23% of the research design skills were in the good category, 62% were in the sufficient category, and 15% were in the poor category, while 31% were in the good category of making research reports, 38% were in the sufficient category, and 31% were in the poor category. Based on the findings, it can be concluded that the achievement of students is in the highest percentage in the sufficient category for each type of skill.

Keywords: research design skills, research report drafting skills, authentic research, waste material

Share Link | Plain Format | Corresponding Author (Ilah Nurlaelah)


148 ESD in Science Education ABS-40

Contribution of Pedagogical and Professional Competence of Teachers in Special Regions to Students^ Interest and Attitude toward Science Concepts
Reni Marlina (a*), Haratua Tiur Maria Silitonga (b), Erwina Oktavianty (b), Andri Maulidi (c)

a) Biology Education, Tanjungpura University
Jalan Prof. Dr. H. Hadari Nawawi, Pontianak 78124, Indonesia
reni.marlina[at]fkip.untan.ac.id
b) Physics Education, Tanjungpura University
Jalan Prof. Dr. H. Hadari Nawawi, Pontianak 78124, Indonesia
c) Mathematics and Science Study Program, Palangka Raya University
Jalan Yos Sudarso, Palangka Raya 74874, Indonesia


Abstract

The purpose of this research on the contribution of pedagogical and professional competence of teachers in special regions is to identify the correlation between students interest and attitude that are affected by differences in pedagogical and professional competence of teachers in special regions. The concepts analyzed are science concepts in the 7 and 8 grades. This study applied a comparative causal method with the number of samples involved totaling 109 students consisting of 3 school levels, namely the upper, middle and lower group schools with 2 schools respectively. Samples were randomly selected from all classes in each school. There were six teachers in special regions involved as participants, each of whom comes from the schools in the 3T (least developed, frontier and outermost) regions. The research data were obtained using 3 types of instruments in the form of teacher pedagogical and professional competence scale instruments, interest scale and attitude scale instruments. The data that had been obtained were analyzed using a non-parametric scale technique using the Chi Square statistical test of one sample. Based on the results of statistical tests, it was found that the teachers had a high pedagogical and professional level with dk = 2 and α = 0.05. There was a positive contribution of teachers pedagogical and professional competence to the students interest and attitude toward science concepts. In addition, from this study, it was also found that the contribution of teachers pedagogical and professional competence to the students interest and attitude fell into a high category on science concepts and students had a strong interest (66.7%) in science concepts contained in the curriculum. Thus, it can be concluded that teachers high level of pedagogical and professional competence has a positive effect on students interest and attitude toward science concepts.

Keywords: Special Region- Science Concepts- Students Interest

Share Link | Plain Format | Corresponding Author (Reni Marlina)


149 ESD in Science Education ABS-296

Development of research skills test instruments in authentic research programs
I Nurlaelah1,2*, A Widodo1, S Redjeki1 and T Rahman1

1Sekolah Pascasarjana, Universitas Pendidikan Indonesia, Jl. Dr. Setia Budhi No. 229, Bandung 40154, Indonesia
2Program Studi Pendidikan Biologi, Fakultas Keguruan dan Ilmu Pendidikan Universitas Kuningan, Jl. Cut Nyak Dien No.36A, Kuningan 45513, Indonesia


Abstract

This study aims to develop an instrument that is used to assess the research skills of students in the scientific group of adolescents in authentic research programs. This study uses a research and development method which consists of defining, designing, developing, and disseminating stages. During the defining stage, a content and construction validity test was carried out on the research skill questions. Then, the test items were developed by constructing and revising. The pilot test was administered to be analysed by validity and internal realiability. The results of this study was a set of research skills test instrument consists of 7 aspects of research skills adapted and modified from the Willison & O^Regan^s research skills development (RSD) assessment matrix then developed into 10 questions to measure aspects of research skills, namely problem identification, formulating problems, formulating hypotheses, making designs / designs research, collect data, analyze data, and make conclusions. The questions are presented in the context of the discourse regarding the problem of tofu factory waste. The results of expert validation and trials show that the ten questions are valid and reliable. Thus the results of this study recommend the use of this test instrument for research that assesses research skills in authentic research programs.

Keywords: research skills, authentic research

Share Link | Plain Format | Corresponding Author (Ilah Nurlaelah)


150 ESD in Science Education ABS-303

Edutourism Learning in Bergas Kidul to Improve Students^ Analytical Ability
Cahyo Yuwono1, A V Amalia2*, Amidi2, and Karsinah3

1 Faculty of Sports Sciences, Universitas Negeri Semarang, Indonesia
2 Faculty of Mathematics and Natural Sciences, Universitas Negeri Semarang, Indonesia
3 Faculty of Economics, Universitas Negeri Semarang, Indonesia


Abstract

Tourism-based science education (science edutourism ) at universities still needs to be improved in terms of students^ analytical skills. Students in the era of the industrial revolution 4.0 are required to be more critical and creative in solving problems in the surrounding environment. One of the edutourism-based learning activities is in the tourist village of Bergas Kidul. This village has exotic natural wealth supported by handicrafts from the local community. Therefore, this village can be used as a model of science edutourism learning. The carrying capacity of science edutourism learning for students requires environmental observation in improving student analytical skills. This study aims to determine the effect of science edutourism learning to improve students^ analytical skills. This research contributes in forming students^ character to love environmental (soft skills) and the ability to analyze problems in the environment. The results showed that the level of students^ analytical skills in learning science edutourism has a high category. This is shown by the students^ result in the science entrepreneurship course which involves learning science edutourism with very good category results. Learning science edutourism can be used to train students to be entrepreneurs and develop innovative ideas that students have.

Keywords: science, edutourism, analytical skills

Share Link | Plain Format | Corresponding Author (Andin Vita Amalia)


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