278,498 research outputs found

    Rancang Bangun Aplikasi Media Pembelajaran Perakitan dan Perawatan pada Sistem Komputer Berbasis Android

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    Teaching and learning is basically a process of educational interaction between teacher and student. Learning media become a very important part of the learning process. Therefore it is necessary to find an attractive learning media for students one of them is interactive learning media. Computer learning is one of the basic competency standards taught to students in vocational high schools. Based on observations at the Vocational High School Zainul Hasan Genggong Genggong with the speaker Mr. Mohammad Saleh, S.Kom as a teacher in the Vocational Basic Computer and Network Engineering, he said that the teacher still uses the delivery of material by whiteboard and also uses projector presentation aids using the projector power point slides especially the Vocational Basic Computer and Network Engineering lessons. Therefore it is necessary to find an attractive learning media for students one of them is interactive learning media. Interactive learning media has several elements such as text, audio, video and images, so that it is more interesting to students and students feel happy in learning compared to the way that is still very conventional. The research method used is research development with the stages of study of literature, observation, data collection, system analysis, system design, application implementation, application testing. For the implementation stage, an application has been made as a learning medium that can be accessed using an Android smartphone with a user friendly display, including pictures and videos. Based on the results of testing using blackbox testing and testing in various android platforms learning applications run well in accordance with the results expected by the user

    Learning fuzzy logic control system

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    The performance of the Learning Fuzzy Logic Control System (LFLCS), developed in this thesis, has been evaluated. The Learning Fuzzy Logic Controller (LFLC) learns to control the motor by learning the set of teaching values that are generated by a classical PI controller. It is assumed that the classical PI controller is tuned to minimize the error of a position control system of the D.C. motor. The Learning Fuzzy Logic Controller developed in this thesis is a multi-input single-output network. Training of the Learning Fuzzy Logic Controller is implemented off-line. Upon completion of the training process (using Supervised Learning, and Unsupervised Learning), the LFLC replaces the classical PI controller. In this thesis, a closed loop position control system of a D.C. motor using the LFLC is implemented. The primary focus is on the learning capabilities of the Learning Fuzzy Logic Controller. The learning includes symbolic representation of the Input Linguistic Nodes set and Output Linguistic Notes set. In addition, we investigate the knowledge-based representation for the network. As part of the design process, we implement a digital computer simulation of the LFLCS. The computer simulation program is written in 'C' computer language, and it is implemented in DOS platform. The LFLCS, designed in this thesis, has been developed on a IBM compatible 486-DX2 66 computer. First, the performance of the Learning Fuzzy Logic Controller is evaluated by comparing the angular shaft position of the D.C. motor controlled by a conventional PI controller and that controlled by the LFLC. Second, the symbolic representation of the LFLC and the knowledge-based representation for the network are investigated by observing the parameters of the Fuzzy Logic membership functions and the links at each layer of the LFLC. While there are some limitations of application with this approach, the result of the simulation shows that the LFLC is able to control the angular shaft position of the D.C. motor. Furthermore, the LFLC has better performance in rise time, settling time and steady state error than to the conventional PI controller. This abstract accurately represents the content of the candidate's thesis. I recommend its publication

    Design, implementation and validation of a Europe-wide pedagogical framework for e-learning

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    This work has been carried out within the project UNITE 026964: Unified e-Learning environment for the school, partially supported by the European Community under the Information Society Technologies (IST) priority of the 6th Framework Programme for R&D. The research has also been supported within the Project 177-0361994-1998 Usability and Adaptivity of Interfaces for Intelligent Authoring Shells funded by the Ministry of Science, Education and Sports Technology of the Republic of Croatia.Within the context of a Europe-wide project UNITE, a number of European partners set out to design, implement and validate a pedagogical framework (PF) for e- and m-Learning in secondary schools. The process of formulating and testing the PF was an evolutionary one that reflected the experiences and skills of the various European partners and secondary schools involved in the project. The framework involved pedagogies which underpin the teaching of subject matter in a number of European secondary schools as well as the ways in which learning is delivered and assessed. The PF represents an essential part of the e-Learning system conceptualization and development and offers sound concepts for the development of learning scenarios in order to enhance the learning experience of students in secondary schools. A five-component framework which, by means of its constituents, drives and guides the creation of e-Learning scenarios was designed and tested. It is composed of the pedagogical framework context, pedagogical approaches, assessment techniques, teacher education and national specifics and current pedagogical practices implemented in national curricula. A series of learning scenarios were created to test the PF in classrooms. A detailed exemplar of a scenario in practice is offered. An evaluation of the scenarios based on [Reeves, T. C., 1994. Evaluating what really matters in computer-based education. In M. Wild, D. Kirkpatrick (Eds.), Computer education: new perspectives (pp. 219–246). Perth, Australia: MASTEC] pedagogical dimensions revealed that UNITE is based on constructivist and cognitive foundations. With increased experience of the system the teachers’ implementation of the pedagogical framework developed into increased mastery in the school context. Teachers from the second validation phase became more confident in their application of the framework principles and evaluated more positively the outcomes. This helped them to become more aware of the opportunities offered by the framework in their secondary school teaching. In order to bring this about the supports for change were put into place at the levels of pedagogical design, administrative support and the provision of the required resources and appropriate continuing professional development. The project has sought to create this support structure to ensure maximal benefits of the system for teaching and learning. Such a pedagogical support PF has offered scope for both collaborative and autonomous learning which have brought about value-added teaching and learning effects in the Europe-wide network of schools.peer-reviewe

    Penggunaan Media Pembelajaran saat Pandemi Covid-19 terhadap Efektifitas Belajar Siswa di SDN 14 Petang Jakarta

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    The Covid-19 pandemic has a major impact on various sectors, including education. The world of education also felt the impact. Educators must ensure that teaching and learning activities continue to run, even if the students are at home. The solution, educators are required to design learning media as an innovation by utilizing online media. The use of learning media during the pandemic is one of the obstacles and difficulties experienced by parents, teachers and students. The learning system is implemented through a personal computer (PC) device or laptop connected to an internet network connection. Educators can do learning together at the same time using groups on social media such as WhatsApp (WA), google clasroom, instagram, zoom application or other media as learning media. This allows educators to ensure that students follow learning at the same time, even in different places. Educators can also give measurable tasks in accordance with the material objectives presented to students. But, the case that many occur when the application of this online learning system among others, uneven students and parents of students who are good at operating online media, not all parents of students can afford to buy internet kouta, internet signals in the student's home is not affordable. most parents of students whose economic condition is just right, also do not have a smartphone or smartphone as a means of learning online for their child.and less controlled due to indirect face-to-face. We use interview methods, literature and literature studies, , then the results show that technology has a lot of roles and benefits in the world of education especially during distance learning in the midst of the Covid-19 pandemic. By conducting interviews to teachers and students, it can be concluded that the learning media technology that is widely used by elementary schools is wag and also google classroom

    The LAB@FUTURE Project - Moving Towards the Future of E-Learning

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    This paper presents Lab@Future, an advanced e-learning platform that uses novel Information and Communication Technologies to support and expand laboratory teaching practices. For this purpose, Lab@Future uses real and computer-generated objects that are interfaced using mechatronic systems, augmented reality, mobile technologies and 3D multi user environments. The main aim is to develop and demonstrate technological support for practical experiments in the following focused subjects namely: Fluid Dynamics - Science subject in Germany, Geometry - Mathematics subject in Austria, History and Environmental Awareness – Arts and Humanities subjects in Greece and Slovenia. In order to pedagogically enhance the design and functional aspects of this e-learning technology, we are investigating the dialogical operationalisation of learning theories so as to leverage our understanding of teaching and learning practices in the targeted context of deployment

    An introduction to learning technology in tertiary education in the UK.

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    Contents: 1. The Learning Technology Arena 2. The Learning Technology Community 3. Learning Technology Tools 4. Key issues and developments in the Learning Technology Field 5. Implementing Learning Technologies 6. Further Resource

    MOSAIC: A Model for Technologically Enhanced Educational Linguistics

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