48 research outputs found
Apps vs Devices: Can the usability of mobile apps be decoupled from the device?
In this paper we present a study using subjective measures to examine usability of mobile phone applications running on two different platforms, the OSX iPhone and an O2 Orbit running Windows Mobile operating system.The aim was to enhance the understanding of the influence of devices on mobile application usability.We gathered subjective measures using questionnaires to assess the satisfaction level while using mobile applications installed on two different devices.Results indicate that the device
on which an application is installed strongly influence user satisfaction
Mobile Learning in Medical Education: Review
In the past several years, mobile learning made rapid inroads into the provision of medical education. There are significant advantages associated with mobile learning. These include high access, low cost, moreĀ situated and contextual learning, convenience for the learner, continuous communication and interactionĀ between learner and tutor and between learner and other learners, and the ability to self-assess themselvesĀ while learning. Like any other form of medical pedagogy, mobile learning has its downsides. Disadvantages of mobile learning include: inadequate technology, a risk of distraction from learning by using a device that can be used for multiple purposes, and the potential for breakdown in barriers between personal usage of the mobileĀ device and professional or educational use. Despite these caveats, there is no question but that mobileĀ learning offers much potential. In the future, it is likely that the strategy of mobile first, whereby providers of e-learning think of the user experience on a mobile first, will result in learners who increasingly expect that all e-learning provision will work seamlessly on a mobile device.KEYWORS: Medical education, mobile learning, technolog
VERBAL-LINGUISTICS INTELLIGENCE TOWARDS STUDENTāS SPEAKING ENGLISH SKILLS USING DIGITAL MEDIA (AUDIO VISUAL) IN THE CLASSROOM
Most Indonesian students have a problem speaking English as their foreign language. Most researchers agreed that it is generally caused by the verbal-linguistic Intelligence of the students. This study aims to determine whether there is a relationship between studentsā verbal ā linguistic intelligence in their ability to speak English using digital media (audio visual) in classroom. The researcher used a systematic literature review (SLR) for the methodology of the study. Ten articles were presented to collect the data related to studentsā verbal ā linguistic intelligences and speaking skills. This study finds that students verbal ā linguistic intelligence is an internal factor that has to be supported by the other internal factors and also some of external factors to determines the mastery of speaking skillsMost Indonesian students have a problem speaking English as their foreign language. Most researchers agreed that it is generally caused by the verbal-linguistic Intelligence of the students. This study aims to determine whether there is a relationship between studentsā verbal ā linguistic intelligence in their ability to speak English using digital media (audio visual) in classroom. The researcher used a systematic literature review (SLR) for the methodology of the study. Ten articles were presented to collect the data related to studentsā verbal ā linguistic intelligences and speaking skills. This study finds that students verbal ā linguistic intelligence is an internal factor that has to be supported by the other internal factors and also some of external factors to determines the mastery of speaking skill
Perancangan Antarmuka Online Course Pada Perangkat Mobile Menggunakan Teori USAbility
E-learning model can be developed into various forms according to the context of development. All of e-learning model aims to support learning process. The main objective of this study was to design online course interface that runs in mobile device using the theory of USAbility ISO 9241-11 in UAJY (Universitas Atma Jaya Yogyakarta). Data was collected from 55 undergraduate students of UAJY. It is used as initial state in design process. Furthermore, online course interface design created with use case diagram that adapted to activities of HTA. Nevertheless, in the design process components of interface created by the user persona and mobile device pattern, as well as guided by MGQM, which is also adapted to the limitations of this study and the conditions in UAJY. In addition, using log data collection to handle part of MGQM, which related with time, steps, resources
PENGEMBANGAN MEDIA PEMBELAJARAN BERBASIS FEATURE VIDIO DALAM MATA PELAJARAN IPS KELAS VII SMP NEGERI 2 GALUR TAHUN PELAJARAN 2017/2018
Tujuan penelitian ini adalah: 1) Menganalisis proses pengembangan feature video untuk media pembelajaran pada mata pelajaran IPS pada kelas VII SMP Negeri 2 Galur dengan pokok bahasan keragaman flora di indonesia (Ekosistem Hutan Mangrove/ Bakau di Kabupaten Kulon Progo Yogyakarta) Tahun Pelajaran 2017/2018. 2) Mengetahui Bagaimana kelayakan feature video sebagai pembelajaran dalam mata pelajaran IPS dilihat dari hasil pengujian pada peserta didik kelas VII SMP Negeri 2 Galur dengan pokok bahasan keragaman flora di indonesia (Ekosistem Hutan Mangrove/Bakau di Kabupaten Kulon Progo Yogyakarta).
Jenis penelitian ini merupakan Research and Development (R&D) dengan metode pengembangan menggunakan model ADDIE merupakan singkatan yang mengacu pada proses-proses utama dari proses pengembangan sistem pembelajaran yaitu : Analysis (analisis), Design (desain), Development (pengembangan), Implentation (implementasi), dan Evaluation (evaluasi). Pengembangan media pembelajaran berbasis feature vidio dengan empat tahap, yaitu : 1) Analisis Kebutuhan, 2) Desain, 3) Implementasi, dan4) Pengujian. Penentuan tingkat kelayakan media pembelajaran berbasis feature vidio berdasarkanuji validasi para ahli dan uji coba kepada siswa melaui angket.
Hasil penelitian menunjukkan tinggkat kelayakan dalam kategori layak berdasarkan uji yang dilakukan oleh ahli isi sebesar 82,50 % dan 83,88 % dengan 30 butir soal penilaian. Sedangkan uji yang dilakukan kepada ahli media sebesar 84,62 % dengan 13 butir soal penilaian masuk dalam kategori layak. Kemudian uji yang dilakukan kepada perorangan sebesar 85,16 % masuk dalam kategori layak dijadikan sebagai media pembelajaran. Meskipun sudah di anggap layak sebagai media pembelajaran namun masih ada beberapa bagian yang masih dilakukan revisi untuk mendapatkan hasil yang maksimal atas saran yang di berikan ileh ahli sis dan ahli media
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Does Position Matter More on Mobile? Ranking Effects across Devices
Achieving a better rank online is often costly. Is the effect of ranking different for mobile devices and traditional PC? This study empirically examines the ranking effect across different device types in an e-commerce environment. With over 4 million observations from Tweaker.net, the largest shopbot in Netherlands, we estimated the ranking effect between mobile and PC. Surprisingly, and contrary to prior findings, our results across different model specifications consistently show that ranking effect is smaller on mobile devices. This study extends the understanding about the effect of position in e-commerce context by empirically examining the ranking effect across devices. This study has important managerial implications for retailers and e-commerce platforms. As the ranking effect is smaller on mobile devices, retailers should take account of the source of traffic (mobile or PC) while bidding for a particular position. And platforms should consider the different ranking effects on different channels
Peran mobile learning pada pergeseran lingkungan belajar terhadap motivasi dan minat belajar mahasiswa pada saat pandemik
Tujuan dari Penelitian ini adalah untk mengetahui pengaruh lingkungan belajar dan motivasi terhadap minat belajar mahasiswa manajemen fakultas ekonomi dan bisnis islam uin alauddin makassar. Peneliti menggunakan 2 (dua) pendekatan, yakni deskriptif dan eksploratif. Data yang digunakan dalam penelitian ini adalah data Primer. Data diperoleh langsung dari Informan yang dipilih secara Purposive, sementara Responden yang terpilih secara acak (Random Sampling) pemilihan responden didasarkan pada asumsi bahwa populasi relatif homogen. Hasil penelitian menunjukkan bahwa adanya hubungan positif dan signifikan antara lingkungan belajar terhadap motivasi, dan lingkungan belajar terhadap minar belajar mahasiswa. Begitupula motivasi mampu memengaruhi minat belajar