409 research outputs found

    Interactive Module Design Using The Course Lab Application Based on a Scientific Approach to Materials Business, Energy and Momentum

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     A well-prepared abstract enables the reader to identify the basic content of a document quickly and accurately, to determine its relevance to their interests, and thus to decide whether to read the document in its entirety. The Abstract should be informative and completely self-explanatory, provide a clear statement of the problem, the proposed approach or solution, and point out major findings and conclusions. The Abstract should be 100 to 150 words in length, the font style is Arial in Italic mode and the font size is 10. The abstract should be written in the past tense. Standard nomenclature should be used and abbreviations should be avoided. No literature should be cited. The keyword list provides the opportunity to add keywords, used by the indexing and abstracting services, in addition to those already present in the title. Judicious use of keywords may increase the ease with which interested parties can locate our article

    Towards a quest-based contextualization process for game-based learning

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    This study proposes a quest-based contextualization (QBC) process, which transforms part of a traditional lecture into a well-defined questing structure. The goal is to create a learning experience by using a systematic game-based questing approach. The QBC procedure is a set of sequential tasks defined by the game designer to reflect the instructional objectives of the course. It is formed as an interaction perspective from which a game system can be materialized, and which aims to improve the quality of the game flow and the user experience in a game-based learning environment. We claim that a game-based contextualization process can be used to restructure a traditional lecture in terms of educational quests. In particular, it was hypothesized that the design of such a quest-line should be constructed as a questing structure based on the chain of events, which are extracted from lecture notes. In the formulation of this design, the key events were discussed in an interview with an expert (i.e. content specialist) from a target field. This interview was transcribed, and further analyzed using an iterative qualitative approach as an interpretive analysis technique where an inductive proposition is considered for contextualization of data. This research used a thematic analysis methodology to explore the situations, which are suitable for questing and might be expandable into categories. Furthermore, questable points from the data were captured and situational elements and conversational key points were rigorously categorized. After building the initial mapping, we conducted a second interview with the same area expert to refine our preliminary findings. To evaluate our approach from the game design perspective, we sought advice from a small group of game design experts and practitioners who are recognized knowledgeable individuals in educational game development. Based on the opinion of four game design experts, the questing structure was revised and several game elements, such as extra battles, puzzles, and achievements, were added to support the elements of fun. Three of the experts argued that the proposed questing structure was highly educational, while the fourth claimed that such an improvement was partially important. These findings, while preliminary, suggested that a well-defined questing structure should be useful to improve the quality of a game-based learning environment

    Developing Interactive Learning Multimedia Based on Simulation Model

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    The purpose of this research is to develop interactive multimedia namely Smile English that can be used as the media for learning reading especially for self-preparation on the Test of English for International Communication (TOEIC) material. This reading interactive media used a simulation model. This idea exploded after observing and collecting the data in the internal environment of Politeknik Negeri Batam Based on the placement test, it was found that about 540 (49,23%) of Polibatam students' test were categorized into the intermediate level and the rest were elementary and novice level. It means that the students need to improve their preparation before taking the test to an accomplished better score. Smile English was developed by using R and D research. In this case, the researcher followed the step of the Luther-Sutopo method which was started from concept, design, material collecting, assembly, testing, and distribution. It was designed using Adobe Flash software which in this software combined text, sound, and animation. The research result showed that the implementation of Smile English was successful to help the students in preparing themselves for the TOEIC test. Therefore, 60 students from Politeknik Negeri Batam had a good result in joining the TOEIC test, especially for the reading section

    2001-2002 Course Catalog

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    2001-2002 Course Catalo

    Model-Based Scenario Testing and Model Checking with Applications in the Railway Domain

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    This thesis introduces Timed Moore Automata, a specification formalism, which extends the classical Moore Automata by adding the concept of abstract timers without concrete delay time values, which can be started and reset, and which can change their state from running to elapsed. The formalism is used in real-world railway domain applications, and algorithms for the automated test data generation and explicit model checking of Timed Moore Automata models are presented. In addition, this thesis deals with test data generation for larger scale test models using standardized modeling formalisms. An existing framework for the automated test data generation is presented, and its underlying work-flow is extended and modified in order to allow user interaction and guidance within the generation process. As opposed to specifying generation constraints for entire test scenarios, the modified work flow then allows for an iterative approach to elaborating and formalizing test generation goals

    An Augmented Reality Machine Translation Agent

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    English is a language used as a universal communication tool. Therefore, without English skills, a person will have a difficulty to communicate properly and correctly in the international scope. This research developed an application of augmented reality-based translating machine that provides the education to students with different media in order to increase students’ interest in learning English. This application used library Vuforia sdk which is able to display 3-dimensional characters with markerless techniques in the form of augmented reality. The final result of this study was an application that can be used on smartphones with Android operating system. Based on the results of the application testing, it is concluded that this application can display 3-dimensional characters in dim light with light intensity of 28 lux at a distance of 10cm-60cm and viewing angle of 10 ◦ -90 ◦ . After reviewing the application, 95% of the correspondents stated that this application is good so i t can help students to relearn English outside the school

    Feasibility Implementation E-Learning Based on CMS Wordpress for Professional Ethics

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    The success of the learning process at school can be seen from the learning result of learners. The result of learners at X Financial class of SMK Negeri 1 Kudus on Professional Ethics subject showed that there are still many students have not yet reached KKM (Minimum Required Score). This result indicated that the subject of Proffesional Ethich needed an innovation in the use of learning media so that the students able to understand easily and active during learning activity. The use of E-Learning based CMS Wordpress is expected to be effective in improving student learning outcomes. The aim of this research was to determine the influence of ELearning based CMS Wordpress on learning outcomes of learners and more effectively improve learning outcomes better than using conventional learning models. This research has designed quasi experimental nonequivalent control group design. The population of this this research learners at X finance consisting of 3 classes as much as 106 students. This research uses purposive sampling technique so that the subject of this study are X Finance 1 as experiment class and class X Finance 3 as control class. Methods of data collection using test methods, questionnaires and observations. Data analysis tool used in the form of software IBM SPSS version 25.0. The method of data analysis is non parametric statistical analysis with H1 test using paired sample t-test and H2 test using independent sample t-test. The results showed that there was an increase in learning outcomes after treatment with E-Learning based CMS Wordpress seen from the average pre-test value of 61.60 and post-test value of 77.83, and for student activity increased from 64% to 82 % in the experiment class. It also shows that there is a difference of average result of post experiment class score 77,83 higher than control class post-test equal to 74,04, and for experiment class student activity is 82% higher than control class 81%. Based on the research results, it can be concluded that the use of E-Learning based CMS Wordpress can improve learning outcomes of learners and more effectively improve learning outcomes than using conventional learning. Suggestion given in this research is educator can use E-Learning based CMS Wordpress as one of alternative in learning in class.     Keywords: Learning Outcome; Elearning; CMS Wordpress; Students Engagement; Proffesional Ethic

    The Roles of Virtual Reality and Augmented Reality During The COVID-19 Pandemic

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    Abstract:  This paper aims to describe the roles of virtual reality and augmented reality during the COVID-19 pandemic. Method of the study: It is a narrative literature review. Literature was searched in Science Direct and Google Scholar databases. Review and research paper were included. Short notes and commentary were excluded. Results revealed that the invention of Augmented-Reality, Virtual-Reality, and Mixed-Reality technologies gives integrations of virtual and physical objects. Those technologies have many usages in education, experiments, manufacture, and business. Users can have hybrid experiences because the combination of the interactive physical and virtual connections. In business, the interested customers will buy the products. In education, these technologies will help the students in learning process. In healthcare, it can be done to do simulation for preventing the COVID-19 pandemic. In conclusion, the roles of augmented reality and virtual reality are very essential, such as in health, education, business, manufacture, and experiments.Abstrak: Tulisan ini bertujuan untuk mendeskripsikan peran virtual reality dan augmented reality selama pandemi COVID-19. Metode penelitian adalah tinjauan literatur naratif. Literatur dicari di database Science Direct dan Google Scholar. Review dan makalah penelitian merupakan kriteria inklusi. Catatan pendek dan komentar diekslusikan. Hasil penelitian mengungkapkan bahwa penemuan teknologi Augmented-Reality, Virtual-Reality, dan Mixed-Reality memberikan integrasi objek virtual dan fisik. Teknologi tersebut memiliki banyak kegunaan dalam pendidikan, eksperimen, manufaktur, dan bisnis. Pengguna dapat memiliki pengalaman hybrid karena kombinasi koneksi fisik dan virtual interaktif. Dalam bisnis, pelanggan yang tertarik akan membeli produk. Dalam dunia pendidikan, teknologi ini akan membantu siswa dalam proses belajar. Di bidang kesehatan, bisa dilakukan simulasi pencegahan pandemi COVID-19. Hasil penelitian menunjukkan bahwa peran augmented reality dan virtual reality sangat penting, seperti dalam kesehatan, pendidikan, bisnis, manufaktur, dan eksperimen

    2019 April 26 – Board of Trustees Meeting

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    Innovative Technologies for Medical Education

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    This chapter aims to assess the current practices of anatomy education technology and provides future directions for medical education. It begins by presenting a historical synopsis of the current paradigms for anatomy learning followed by listing their limitations. Then, it focuses on several innovative educational technologies, which have been introduced over the past years to enhance the learning. These include E-learning, mobile apps, and mixed reality. The chapter concludes by highlighting future directions and addressing the barriers to fully integrating the technologies in the medical curriculum. As new technologies continue to arise, this process-oriented understanding and outcome-based expectations of educational technology should be embraced. With this view, educational technology should be valued in terms of how well the technological process informs and facilitates learning, and the acquisition and maintenance of clinical expertise
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