24 research outputs found

    RANCANG BANGUN APLIKASI E-SERTIFIKAT BERBASIS WEB MENGGUNAKAN METODE PENGEMBANGAN WATERFALL

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    Certification is a determination given by a professional organization to someone to show that the person has competence, is able to do a specific job or task. Quality Assurance and Learning Development Institute Universitas Negeri Padang (LP3M UNP) currently still issues paper-based certificates manually for each training activity. Issuance of certificates manually turned out to be quite time consuming and inefficient. Then the absence of a verification system that can check the authenticity and ownership of certificates can provide opportunities for certificate forgery. So, it is very important to design and build a web-based electronic certificate application (e-certificate) that is able to generate certificates online and be able to verify the authenticity and ownership of the electronic certificates. This study uses a Research and Development (R&D) approach. This type of development method uses the waterfall approach. At the system design stage using the Unified Modeling Language (UML), and for the database using MySQL. The results of this study are web-based e-certificate applications that are designed successfully to support the process of generating and verifying the authenticity and ownership of electronic certificates online. Based on the results of testing the system with the black box method also shows that all the functionality of the e-certificate application that is designed to run very well and in accordance with user needs

    21st Century Skills : TVET dan Tantangan Abad 21

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    Penelitian ini bertujuan untuk membahas tentang pentingnya keterampilan abad 21 dalam menjawab tantangan dan peluang pada abad 21. Pembahasan berfokus pada tantangan TVET, keterampilan abad 21, literasi digital, pembelajaran inovatif pada abad 21. Dalam menghadapi perubahan yang terjadi pada abad 21 menjadi tantangan tersendiri bagi TVET dalam peran mempersiapkan generasi emas yang sesuai dengan kebutuhan dunia industri, dunia usaha, dan dunia kerja. Perubahan paradigma baru dalam pembelajaran TVET yang berorientasi pada 21st Century Skill merupakan langkah antisipatif dalam mempersiapkan lulusan yang memiliki kemampuan softskill dan hardskill yang seimbang. Pembelajaran TVET dengan 21st Century Skills menjadi standar dalam menghadapi era globalisasi masa kini dan di masa depan. Generasi Z sebagai generasi yang highly mobile dan always connected akan menjadi bonus demografi yang harus dipersiapkan dengan matang. Revolusi Industri 4.0 adalah era serba teknologi virtual dan canggih, terjadinya percepatan transformasi digital menjadi pendorong munculnya lapangan pekerjaan baru, beragam inovasi dan pentingnya kompetensi-kompetensi digital. TVET dalam hal ini harus mampu selalu dinamis dan bahkan harus adaptif terhadap setiap perkembangan dan perubahan teknologi yang terjadi

    Perancangan Media Interaktif Gerak Tari Topeng Patih pada Wayang Topeng Malangan Menggunakan Sensor Kinect

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    Tari Topeng Patih is a part of the traditional dance performance art “Wayang Topeng Malangan” with a religious background which grew up around people in Malang City, East Java. Presently, art gallery of Tari Topeng Malangan has been difficult to be found. In addition to the difficulty of finding this art gallery even in the regions of origin, the problems is also about the interest and enthusiastic public, especially teenagers in Malang to learn this dance is still very rare. As a result, this art is slowly deteriorated and increasingly falling by the presence of various modern performances. In regarded to learn Tari Topeng Patih, the conventional learning activities requiring a special place such as a dance studio that is generally located far away from downtown Malang. Thus to overcome this problem is requires an instructional media that can be used as an alternative solution to learn and obtain information about Tari Topeng Patih, one way may be able to use the simulation method by utilizing the technology and education. The results of the design is the interactive media learning and simulation for basic motion of Tari Topeng Patih by using Kinect media.Gerak Tari Topeng Patih merupakan bagian dari seni pertunjukan drama wayang Topeng Malangan yang berasal dari kota Malang, Jawa Timur. Saat ini keberadaan sanggar kesenian wayang Topeng Malangan sudah mulai sulit ditemukan. Selain sulitnya menemukan sanggar tari wayang Topeng Malangan termasuk di daerah asalnya, juga minat masyarakat khususnya remaja di daerah Malang untuk mempelajari tarian ini semakin berkurang. Hal ini mengakibatkan semakin terpuruknya seni pertunjukan drama tari tradisional ini dan kalah dengan ragam seni pertunjukan tari modern. Dalam mempelajari gerak tari Topeng Patih, kegiatan pembelajaran tari secara konvensional membutuhkan tempat belajar khusus, yaitu sanggar tari yang umumnya jauh dari pusat kota Malang. Untuk mengatasi hal tersebut, perlu sebuah media interaktif yang dapat digunakan sebagai solusi alternatif untuk mengenal dan mempelajari gerak tari Topeng Patih. Perancangan media interaktif gerak tari Topeng Patih ini menggunakan metode R&D. Hasil akhir dari perancangan media berupa aplikasi dance simulator dengan memanfaatkan teknologi Kinect

    An In-Depth Review of ChatGPT’s Pros and Cons for Learning and Teaching in Education

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    As technology progresses, there has been an increasing interest in using Chatbot GPT (Generative Pre-trained Transformer) in education. Chatbot GPT, or ChatGPT, gained one million users within the first week of launching in November 2022 and had amassed over 100 million active users by February 2023. This type of artificial intelligence uses natural language processing to convert it into a user. This paper presents a comprehensive analysis and review of 34 articles published on ChatGPT and its potential impact on education by utilizing the PRISMA (Preferred Reporting Items for Systematic Reviews and Meta-Analyses) methodology. This review analyzed various studies and articles to examine the strengths and limitations of GPT language models in education from 2018 to the present. The advantages of ChatGPT include its capacity to provide personalized and adaptive learning, instant feedback, and improved accessibility. However, there are potential drawbacks, such as the lack of emotional intelligence, the risk of overreliance on technology, and privacy concerns. This review suggests that ChatGPT has significant promise for education yet reinforces the necessity for further research and careful consideration of possible risks and limitations. Specifically, it pointed out potential invisible manipulations by instructing ChatGPT to answer educationrelated topics. The paper concludes by discussing the implications of ChatGPT for the future of education and emphasizing the need for further research in this field

    Blockchain Technology in Education: Opportunities, Challenges, and Beyond

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    Blockchain technology has gained significant attention for its decentralized, secure, transparent, and immutable characteristics. It has been adopted in various domains, including the financial and education sectors. This systematic review provides a comprehensive analysis of the opportunities, challenges, and future educational prospects of blockchain technology by examining published research from various disciplines. A bibliometric approach was adopted using R Studio. Datasets were sourced from the Scopus database, which included Scopusindexed articles from 2018 to 2022. The keywords “blockchain” and “education” were used to retrieve relevant articles. Specific criteria were applied to filter the literature sources, ensuring that our discussions focused on the applications and challenges of blockchain technology in education. We only considered articles written in English, specifically those published in proceedings and journals. The review identified that blockchain technology has the potential to transform education by enhancing data security, facilitating efficient verification and credentialing processes, and enabling peer-to-peer transactions. However, addressing challenges such as adoption, technical expertise, data privacy, security, and standardization is crucial. Therefore, the study concludes that implementing blockchain technology in education can yield significant benefits for future generations. These benefits include reducing the gap in global education and increasing transparency and accountability in the education sector

    Exploring Campus through Web-Based Immersive Adventures Using Virtual Reality Photography: A Low-Cost Virtual Tour Experience

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    This study aims to assess the incorporation of virtual reality (VR) photography into the web-based immersive application “virtual interactive campus tour (VICT).” This application offers users an immersive experience, allowing them to virtually explore university campuses and access information about the facilities and services available. The VICT application offers a cost-effective, attractive, and sustainable alternative for universities to display their resources and interact with potential students. Through black box testing, we conducted user acceptance testing (UAT) and functionality testing, confirming the application’s readiness for deployment and its capability to meet institutional and end-user requirements. This study also examined the potential for universities to use VR to meet the expectations of prospective students. The application is compatible with both desktop and mobile devices. The results indicated that the overall average validity score was 0.88, suggesting that the measure is valid. The validation results were thoroughly tested and reliable. This study emphasizes the potential of immersive web-based tours in higher education and aims to bridge the divide between virtual exploration and physical visits. By offering an immersive virtual campus experience, this innovative tool has the potential to revolutionize university marketing strategies, increase student engagement, and transform campus visit approaches

    Microlearning: Transforming Education with Bite-Sized Learning on the Go—Insights and Applications

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    This research delves into microlearning, emphasizing its potential as a transformative tool in the digital age. It extends the theoretical foundations of microlearning, investigates evolving trends, provides practical examples, and discusses the implications associated with education. This is not only to contribute to the growing momentum of microlearning research but also to pave the way for future advancements. The study focuses on Scopus-indexed publications using a systematic review aligned with PRISMA (Preferred Reporting Items for Systematic Reviews and Meta-Analyses) guidelines and combined with bibliometric analysis. According to the analysis, there has been a noticeable increase in publications related to microlearning since 2015, highlighting a growing interest and contributions from scholars worldwide. The findings corroborate that microlearning is not just about providing learning material in small, easily digestible portions. Crucially, microlearning goes beyond the delivery of bite-sized content. Its flourishing research trajectory underscores its significance, especially for Generation Z and succeeding digitally native generations who are accustomed to smartphones, the Internet, and digital information. Hopefully, these findings offer valuable insights and serve as a reference for the education, government, business, and academic sectors to promote, design, and implement microlearning

    Effectiveness of Distance Learning Computer Numerical Control Based on Virtual Laboratory Using a Metaverse Platform to Improve Students’ Cognitive Ability and Practice Skills

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    This study analyzes the effectiveness of virtual laboratory-based distance learning as a means of improving the learning outcomes of students’ cognitive abilities and practical skills in the Computer Numerical Control course. This study utilized a pre-experimental design with a onegroup pretest-posttest structure. The research subjects were 31 second-year vocational students from the Department of Mechanical Engineering at Universitas Negeri Padang who had recently participated in four distance learning sessions. The research instruments included a pre-test, a post-test, and a student perception survey to assess the effectiveness of virtual laboratory treatment. The findings of this study demonstrate that the presence of a virtual laboratory enhances learning outcomes in terms of cognitive abilities. The pre-test value for cognitive abilities was 52.04, which increased to 82.36 in the post-test. Similarly, the pre-test value for practical skills was 56.98, which improved to 83.44 in the post-test. These improvements significantly contribute to the enhancement of learning outcomes, as indicated by an average N-gain value of 0.642 in the medium/effective category. We conclude that the use of virtual laboratory media through the Metaverse platform is effective for distance learning. This method reduces the initial requirement of 24 hours of face-to-face learning to just five hours of more effective self-study

    SISTEM PRABAYAR PENGISIAN BAHAN BAKAR MINYAK MENGGUNAKAN TOKEN ATAU QR CODE DENGAN ALGORITMA KRIPTOGRAFI HIBRID

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    Sistem pembayaran pada pengisian bahan bakar minyak di Indonesia saat ini masih menerapkan pembayaran uang tunai kepada petugas. Kecurangan petugas kerap terjadi seperti pengisian bahan bakar yang tidak pas, penjualan bahan bakar kepada pedagang eceran. Di negara maju seperti Amerika Serikat dan Eropa, telah menerapkan sistem pembayaran menggunakan mesin transaksi otomatis. Pembayaran dan pengisian bahan bakar dilakukan sendiri tanpa petugas. Penelitian ini bertujuan untuk merancang sistem prabayar pengisian bahan bakar minyak menggunakan kode token atau QR code dengan algoritma kriptografi hibrid, yaitu algoritma RSA dan tranposisi. Pengguna kendaraan dapat melakukan pengisian bahan bakar dengan menginputkan 20 digit kode token melalui keypad atau menggunakan QR code melalui WebCam. Jarak pembacaan QR code dari WebCam adalah 5 hingga 15 cm. Sistem pengisian akan aktif jika kunci rahasia pada kode token atau QR code sama dengan kunci rahasia yang dimiliki oleh sistem. Keluaran jumlah liter bahan bakar berdasarkan nilai rupiah yang terdapat pada kode token atau QR code. Penerapan algoritma kriptografi hibrid pada enkripsi dan dekripsi kode token berhasil bekerja dengan baik. Error keluaran jumlah liter saat pengisian berkisar antara 2,11 % hingga 5,18% dengan error ratarata secara keseluruhan adalah 3,80%. Kata Kunci: Kode Token, QR Code, Algoritma Kriptografi Hibrid, Keypad, WebCam, Sensor Waterflo

    Immersive Learning Experience Design (ILXD): Augmented Reality Mobile Application for Placing and Interacting with 3D Learning Objects in Engineering Education

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    The Computer Numerical Control (CNC) machine operates based on a numerical control program generated semi-automatically by a Computer Aided Manufacturing (CAM) system or manually by the operator. Repeated practice is required to operate a CNC machine. For an inexperienced operator (student), the practicum requires extensive use of materials and cutting instruments. In the meantime, the number of laboratory equipment for the CNC programming practicum remains limited, and the 3-axis CNC milling machine training unit is inadequate for the number of students. For this reason, we need a medium that can simulate the machining process to aid students in their early stages of learning. This research aims to create a mobile application for milling machine visualization based on augmented reality. This augmented reality (AR) application, "MM: CTU 3-Axis," or Machine Milling CNC Training Unit 3-Axis, was designed with 3D virtual objects to provide students with knowledge and practical experience. The application development model used Multimedia Development Life Cycle (MDLC). This research yields an Android-based augmented reality (AR) application called "MM: CTU 3-Axis" that does not require markers. The development and verification results demonstrated that this application could aid in learning CNC programming and machining practicum, as well as reduce the cost of using cutting tools and the cost of using materials due to repeated experiments on CNC machines
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