707,480 research outputs found

    Designing E-Commerce Applications for Learning Products in University

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    E-commerce applications to sell various products produced by students in higher education can increase income-generating. However, a few universities still use e-commerce to sell student products, especially learning products. This research aims to produce an e-commerce application for web-based learning products in universities. The research method is development research with a research design using the waterfall model. The waterfall model procedure consists of analysis, design, coding, and testing. The system design uses Unified Modeling Language (UML) modeling such as context diagrams, class diagrams, use case diagrams, and activity diagrams. The system's coding uses the PHP programming language, Jquery, and the Boostrap Framework. The testing stage is through black-box analysis carried out by experts in the field of system design, with the results of testing each case being well-integrated and feasible to be applied. The result of the research is a web-based e-commerce application that sells learning products in universities

    Applied formative evaluation in the webbased environment.

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    The use of the Internet and specifically the World, Wide Web (Web) as a media for collaboration and problem-solving is an evolving solution to the problem of increasing numbers of students in the university setting. A variety of virtual universities are appearing on the Web to address this dilemma. There are gaps, however, in these Systems which do not meet the needs of the participants. This research examines the use of applied formative evaluation (feedback) methodologies and protocols, used between the stakeholders of a web-based learning environment, to facilitate the learning process. Principles are established to guide the learning environment designer (LED), the mediator between the subject expert (SE) or teacher and the interactive multimedia web-based design team, in creating a student-centred learning space on the web. The principles and protocols developed in this research are illustrated through the D E L B E R T (Digital Environment Learning-Based Evaluation Response Theory) Tutorial system. This web-based collaborative, problem-solving seminar makes use of on-line tools such as; e-mail, H T M L forms, Javascript and video conferencing to promote communication through a guided-discovery delivery methodology. The case studies conducted with the system support the methodologies proposed in this thesis. Telecommunication in the area of educational technology is a rapidly changing field. Therefore, the focus of this research is not in the development of software or programming which may be out of date before its implementation. Instead, this research contributes to the design process of a web-based educational environment. The principles and protocols are aimed at supporting the applied formative evaluation methodology between the participants in the on-line learning process. In this way the research can be adapted to new technologies, beyond those adapted to the D E L B E RT Tutorial system, thus, not limiting itself as a contribution to the science of educational technology

    Game E-Learning Code Master dengan Konsep Mmorpg Menggunakan Adobe Flex 3

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    The research objective is to design a web-based e-learning game that could be used to be a learning facility of C language programming and as an online game so it could be enjoyed by everybody easily in internet. Flex USAge in this game online is to implement RIA (Rich Internet Application) concept in the game so e-learning process is hoped to be more interesting and interactive. E-learning game is also designed in MMORPG (Massively Multiplayer Online Role Playing Game) concept. The research method used is analysis and design method. Analysis method is done through literature study, user analysis, and similar game analysis. Meanwhile, design method is about monitor display, gameplay and system design. The conclution of this research is that this game provides an interesting learning media of C language program accordingly to subject material at class and also easier to use through website

    Electronic Module Development with Project Based Learning in Web Programming Courses

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    Abstract—In this era of the Covid-19 pandemic, students are getting used to online learning or daring. In supporting online teaching and learning activities, electronic modules have been developed so that the learning system can run in two directions and be more interesting. For this reason, this study aims to (1) Design and implement the development of electronic modules based on learning projects in Web programming courses at ITB AAS Indonesia. (2) To find out student responses to the development of project-based e-modules based on Web programming courses at ITB AAS Indonesia. This study uses research and development methods. with the development of the ADDIE model. To determine student responses to the electronic module, the researcher uses questionnaires. The results of the study show that: 1) The results of the design and implementation of e-modules that have been developed on web programming courses that use learning project-based learning models can be applied. 2) The results of the percentage of students who gave a very good response really good were 58,1%, good 22,5% %, sufficientt 19,4% and there were no students who gave less, or very less responses

    Sistem Informasi Raport Online Berbasis Web Pada SMK Negeri 1 Slawi

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    The work system of teachers and staff of SMKN 1 Slawi still uses a conventional system that has the risk of errors in data input, besides that conventional data input also takes a long time to process. The design of the E-Raport Information System for SMK N 1 Slawi is a web-based information system created to facilitate and speed up teachers and staff in inputting data and assessing and evaluating students' learning from data input to printing report cards. The design of the E-Report Card Information System is expected to change the way teachers work from a conventional work system to a digital work system. In addition, the design of the e-report card information system aims to minimize errors in inputting data and student scores. The web-based E-Report Card Information System is designed using the SDLC (System Developmen Life Cyce) development system which carries out the research process using the waterfall method. Meanwhile, the software model carried out in the preparation of this research uses a programming model. The language used for this research is to discuss CSS programming, PHP, Java Script, HTML, Font Awesome, Data Tables, Boostrap and the databases used are MySQL and MariaDB database

    Rancang Bangun E-Roster Berbasis Web Dengan Menerapkan Aspek Usability Testing

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    One of the important things that support the implementation of an effective and efficient learning system is to manage data and related matters properly. E-roster, or the management of schedules and subjects in schools that are managed electronically, is one of the main options that is considered capable of improving data management problems. This research focuses on the design and development of the E-roster  application to help the process of managing the learning list at school so that it continues to run well and optimally. This E-roster information system will provide convenience in compiling and managing learning lists, and providing comprehensive information to subject teachers and students. The research method applied is the RnD (Research and Development) method, with system development using the Waterfall method. For the analysis of the quality level of the web-based teaching and learning E-roster information system. It is based on testing five aspects of Usability Testing which consist of aspects of learnability, efficiency, memorability, errors, and satisfaction. The result showed that the test percentage of usability test is 78.6%, which indicates that the quality and ease of application of the E-roster is very good (SB).

    Learning Objects, Learning Objectives and Learning Design.

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    Educational research and development into e-learning mainly focuses on the inclusion of new technological features without taking into account psycho-pedagogical concerns that are likely to improve a learner's cognitive process in this new educational category. This paper presents an instructional model that combines objectivist and constructivist learning theories. The model is based on the concept of a learning objective which is composed of a set of learning objects. A software tool, called the Instruction Aid System (IAS), has been developed to guide instructors through the development of learning objectives and the execution of the analysis and design phases of the proposed instructional model. Additionally, a blended approach to the learning process in Web-based distance education is also presented. This approach combines various event-based activities: self-paced learning, live e-learning and the use of face-to-face contact in classrooms

    Pengembangan Aplikasi E-Assessment Skill Programming berbasis Web

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    In online learning, lecturers cannot assess students' programming abilities optimally. This is because the lecturer cannot see directly step by step in making program code. It is very possible that the program code sent by the student was not the result of his work. The purpose of this research is to develop a web-based assessment application using Jupyter Notebook. The development method uses Research and Development (RD) with a quantitative descriptive approach to several development processes, including needs analysis, data collection, application design, testing, and implementation. The data collection technique uses literature study, observation, and documentation with data analysis using the Aiken'V validation test. The results of the research are the development of E-Assessment applications that can be used by lecturers and students in the programming learning process with the results of application system validation 0.88, application output 0.85, user security 0.85, display design 0.84, and user convenience 0.83 so that the E-Assessment application is suitable for use in assessing students on programming skills. In online learning, lecturers cannot assess students' programming abilities optimally. This is because the lecturer cannot see directly step by step in making program code. It is very possible that the program code sent by the student was not the result of his work. The purpose of this research is to develop a web-based assessment application using Jupyter Notebook. The development method uses Research and Development (RD) with a quantitative descriptive approach to several development processes, including needs analysis, data collection, application design, testing, and implementation. The data collection technique uses literature study, observation, and documentation with data analysis using the Aiken'V validation test. The results of the research are the development of E-Assessment applications that can be used by lecturers and students in the programming learning process with the results of application system validation 0.88, application output 0.85, user security 0.85, display design 0.84, and user convenience 0.83 so that the E-Assessment application is suitable for use in assessing students on programming skills.
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