4 research outputs found
PENERAPAN PRINSIP ADAPTIVE LEARNING PADA MODEL PROBLEM BASED LEARNING UNTUK MENINGKATKAN KEMAMPUAN LOGICAL THINKING SISWA
Salah satu penyebab rendahnya kemampuan berpikir logis pada siswa yaitu pembelajaran hanya diarahkan untuk menghafal teori saja, tetapi miskin dalam pengaplikasian dan pemecahan masalah. Model PBL menjadi salah satu model pembelajaran student centered inovatif dapat mengembangkan keterampilan berpikir logis siswa dalam memecahkan suatu permasalahan. Dengan beragamnya latar belakang dan karakteristik siswa juga membuat proses pembelajaran harus memperhatikan hal tersebut. Tujuan penelitian ini adalah diharapkan dengan menerapkan prinsip adaptive learning pada model problem based learning berbantuan multimedia dapat meningkatkan kemampuan berpikir logis siswa terhadap materi ERD pada Basis Data. Metode penelitian ini menggunakan R&D (Research and Development) dengan model pengembangan media ADDIE (Analysis, Design, Development, Implementation, Evaluastion) dan desain penelitian One Group Pretest Posttest. Hasil dari penelitian ini yaitu : 1) Rata-rata penilaian multimedia yang diperoleh dari ahli media sebesar 95,67% dengan kategori “Sangat Baik” dan rata-rata penilaian materi oleh ahli materi sebesar 90,00% dengan kategori “Sangat Baik”. 2) Pengaruh penggunaan multimedia terhadap kemampuan berpikir logis siswa pada indikator kerututan berpikir mendapatkan rata-rata n-gain sebesar 0,31 dengan kategori “Sedang”, kemampuan berargumen sebesar 0,31 dengan kategori “Sedang”, dan penarikan kesimpulan sebesar 0,32 dengan kategori “Sedang”. 3) Hasil rata-rata tanggapan siswa terhadap multimedia tersebut sebesar 84,95% dengan kategori “Sangat Baik”. One of the causes of the low ability to think logically in students is that learning is only directed at memorizing theory, but is poor in application and problem solving. The PBL model is one of the innovative student-centered learning models that can develop students' logical thinking skills in solving a problem. With a variety of backgrounds and student characteristics, the learning process must pay attention to this. The aim of this research is to hope that by applying the principles of adaptive learning to problem-based learning models assisted by multimedia, it can improve students' logical thinking skills regarding ERD material in the database. This research method uses R&D (Research and Development) with the ADDIE media development model (Analysis, Design, Development, Implementation, Evaluation) and the One Group Pretest Posttest research design. The results of this study are: 1) The average rating of multimedia obtained from media experts is 95.67% in the "Very Good" category and the average rating of material by material experts is 90.00% in the "Very Good" category. 2) The effect of the use of multimedia on students' logical thinking skills on the indicator of thinking patterns gets an average n-gain of 0.31 in the "Moderate" category, the ability to argue is 0.31 in the "Moderate" category, and drawing conclusions is 0.32 in the "Moderate" category. 3) The average result of student responses to the multimedia is 84.95% in the "Very Good" category
STUDENT VIRTUAL CLASS ATTENDANCE BASED ON FACE RECOGNITION USING CNN MODEL
Attendance records are an important tool that can be used to include and broadcast member participation in an activity, including the learning process. In online learning classrooms, the process of recording attendance becomes challenging to do manually, thus an automatic attendance recording system is needed. The authentication process is important in developing an existing recording system to guarantee the correctness of the recorded data. In this research, a face authentication system was built to create a system for recording online class attendance to help integrate participant activities and participation in online class learning. The face recognition approach uses a Convolutional Neural Network (CNN) model specifically designed to automate student attendance in virtual classes. Student image data is taken from virtual classroom sessions and used to train a CNN model. This model can recognize and verify student identity in various lighting conditions and head positions. This research consists of several stages, namely data collection, artificial neural networks, use of facial recognition, dataset application stage, and facial recognition in video frames. The experimental results showed that there were 11193 samples studied and of these 11193 samples the distribution was even, namely 6.7%. In addition, the model performance results show an accuracy of 76.28%
The Effect of Using Web-Based Interactive Learning Media for Vocational High School Students to Understanding of Looping: Qualitative Approach
This study aims to evaluate the effect of the use and development of interactive and visual learning media in learning looping by utilizing a web-based digital platform called Loopers. The research design used a qualitative descriptive with case study approach in-depth interview technique. The subjects of this research are five students of the State Vocational School Pekerjaan Umum, Bandung, Indonesia. We use three phases in conducting research through 1) problem and needs analysis, 2) web design, and 3) implementation and testing. Loopers was developed using the waterfall method. Loopers can demonstrate the implementation of a productive learning process and measure the effectiveness of interactive and visualized learning media. The findings show that Loopers can effectively facilitate experimental demonstrations and written modules. Respondents think this learning media is effective and can increase their interest, motivation, and interest in learning looping material. The next research is to enrich the Loopers feature and conduct trials with larger respondents
Perancangan UI/UX Web e-Commerce ‘Hallo Coffee’ Menggunakan Metode User Centered Design
Currently, many startup coffee shop entrepreneurs still require a platform to promote sales. In addition, some existing platforms are still in the general scope, not specifically for coffee shop sales. This research aims to design a user interface for a menu ordering application in a café, as well as an online café reservation on a website platform. This application can later be used by coffee shop owners to assist with the sales process. The method used in this research was a user-centered design (UCD). The result of this research is a prototype of Hallo Coffee website user interface design. Based on the expert validation test, it was concluded that the user interface design of the Hallo Coffee website that has been produced is attractive and easy for users to understand.
Saat ini masih banyak pengusaha coffee shop rintisan yang masih membutuhkan platform untuk mempromosikan penjualannya. Selain itu di beberapa platform yang sudah ada, masih dalam lingkup secara umum tidak khusus untuk penjualan di sebuah coffee shop saja. Penelitian ini bertujuan untuk merancang sebuah desain user interface untuk aplikasi pemesanan menu di sebuah kafe sekaligus reservasi kafe secara online pada platform website. Aplikasi ini nantinya dapat digunakan oleh pemilik coffee shop untuk membantu proses penjualannya. Metode yang digunakan dalam penelitian ini adalah User Centered Design (UCD). Hasil dari penelitian ini yaitu berupa prototype desain user interface website Hallo Coffee. Berdasarkan uji validasi ahli disimpulkan bahwa desain user interface website Hallo Coffee yang telah dihasilkan, dikemas dengan menarik dan mudah dimengerti oleh user