9 research outputs found

    Analisis Minat Penggunaan E-learning pada Guru dan Peserta Didik SMA Negeri 1 Depok Sleman

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    E-learning telah secara signifikan berdampak pada kegiatan sehari-hari, terutama dalam hal bagaimana kita belajar. Saat ini, pengajaran di kelas tidak lagi hanya mengandalkan kapur dan papan tulis sebagai media utama untuk penyebaran program. Teknologi pembelajaran e-learning telah memungkinkan untuk menyediakan lingkungan kelas virtual secara online. Mereka memberikan para peserta didik akses lebih besar atas jadwal belajar yang menyesuaikan kondisi dimana saja dan kapan saja. Di atas ini, e-learning lebih menawarkan peserta didik berbagai bentuk media untuk mencocokkan gaya belajar mereka, yang mengarah ke peningkatan efektivitas belajar mereka. Pengenalan diperpanjang ini membahas teknologi terbaru e-learning khusus multimedia, tantangan penelitian dan tren masa depan dari kedua perspektif pedagogis dan teknologi. e-learning yang dikembangkan dengan pendekatan model jejaring social dan Game Base Learning (GBL) menjadi trend dalam perkembangan e-learning saat ini, diperoleh hasil 90% guru memilih elarning dengan model jejaring sosial dan 10% guru memilih jenis media pembelajaran bernasis course. Untuk peserta didik 79% memilih e-learning dengan model jejaring social, 10% peserda didik memilih model course, dan 11% peserda didik memilih model game

    Designing Prototype User Interface Digital Library for Elementary School Based on Probability Bayesian

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    Recently of digital library technology is not only developed on the aspect of the system, but also in the interface design, because it has a significant role to reach the level of usefulness and success as source of knowledge. Digital library's interface should be developed and can adapt to the needs of children, who have different of ability and expectation when interact the user interface design than adult. This research aims to design the interface prototype digital library for elementary school students, based on the analysis of chosen existing library. Tests performed limited on the interface “simple search” form on the ICDL, with field observation approach methods, and the 6 task were completed over 15 minutes. Layout space used a single room setup when doing the observation. Data were taken from 12 elementary school students (7-12 years old), who come from three different schools. Processed analysed by Bayesian probability methods. From the results obtained, it can be concluded that the certainty of children had a difficulty when accessed forms simple search ICDL at the first used. From the analysis of the design 1 login register on the form ICDL display showed the probability of students choosing Register / Login influenced by his perspective and the time given is 0.5.Recently of digital library technology is not only developed on the aspect of the system, but also in the interface design, because it has a significant role to reach the level of usefulness and success as source of knowledge. Digital library's interface should be developed and can adapt to the needs of children, who have different of ability and expectation when interact the user interface design than adult. This research aims to design the interface prototype digital library for elementary school students, based on the analysis of chosen existing library. Tests performed limited on the interface “simple search” form on the ICDL, with field observation approach methods, and the 6 task were completed over 15 minutes. Layout space used a single room setup when doing the observation. Data were taken from 12 elementary school students (7-12 years old), who come from three different schools. Processed analysed by Bayesian probability methods. From the results obtained, it can be concluded that the certainty of children had a difficulty when accessed forms simple search ICDL at the first used. From the analysis of the design 1 login register on the form ICDL display showed the probability of students choosing Register / Login influenced by his perspective and the time given is 0.5

    Analisis Faktor Keberhasilan SDM Startup yang Ada di YOGYAKARTA

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    Kemajuan teknologi yang semakin pesat menyebabkan banyak startup baru muncul, banyak yang berhasil tetapi tidak sedikit yang gagal dan harus gulung tikar, berdasarkan survey dari majalah forbes 90% startup didunia gagal mengembangkan startupnya, banyak faktor yang mempengaruhi kesuksesan startup salah satunya adalah SDM, tetapi masih sedikit pelaku startup yang peduli tentang faktor SDM, oleh karena itu penelitian ini dilakukan untuk mengetahui faktor apa saja yang mempengaruhi kesuksesan SDM startup dengan cara melakukan observasi langsung dan wawancara kepada beberapa startup yang telah berhasil mengembangkan startupnya. Hasilnya diusulkan model kesuksesan startup berdasarkan studi kasus yang dilakukan kepada empat satrtup yang ada di Yogyakarta

    Pengembangan Aplikasi Interactive TV Pada Platform Set-Top Box Tertanam Berbasis Windows Embedded 7

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    . Interactive TV Application Development on Embedded Set-Top Box Platform Based on Windows Embedded 7. With the novelty of television technology that marked by the boom of DTV, Internet enabled Set-Top Box, and DVR, television users become more aware to interactive and rich experience of multimedia contents viewing on their television that later become the concept of interactive TV.Interactive TV allows viewers to take control of what they want to see something conventional TV can’t afford. In this research, there will be an application developed so that the user could enjoy extended services through their TV set. CETV is a proof of concept of interactive TV concept that enables users to access extended services. CETV is a group of 7 different application module that has their own feature and functionality. CETV delivers extended services and contents that bring interactivity and control to television users

    Pengujian Usability Website Menggunakan System Usability Scale

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    Pemerintah Kota Tegal menyediakan portal layanan publik secara elektronik melalui website dengan alamat domain www.tegalkota.go.id. Rendahnya tingkat penggunaan website Pemerintah Kota Tegal dan masalah-masalah USAbility yang biasanya muncul dalam desain website Pemerintah, menunjukkan perlu dilakukannya pengujian USAbility. Pengujian USAbility dijalankan untuk mengukur aspek-aspek USAbility yaitu: efektivitas, efisiensi, dan kepuasan pengguna. Penelitian ini menggunakan kuesioner System Usability Scale (SUS) untuk mengukur aspek-aspek USAbility menurut penilaian subyektif pengguna. Hasil penelitian dapat menggambarkan tingkat USAbility website Pemerintah Kota Tegal dari sudut pandang pengguna

    User Story Software Estimation:a Simplification of Software Estimation Model with Distributed Extreme Programming Estimation Technique

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    Software estimation is an area of software engineering concerned with the identification, classification and measurement of features of software that affect the cost of developing and sustaining computer programs [19]. Measuring the software through software estimation has purpose to know the complexity of the software, estimate the human resources, and get better visibility of execution and process model. There is a lot of software estimation that work sufficiently in certain conditions or step in software engineering for example measuring line of codes, function point, COCOMO, or use case points. This paper proposes another estimation technique called Distributed eXtreme Programming Estimation (DXP Estimation). DXP estimation provides a basic technique for the team that using eXtreme Programming method in onsite or distributed development. According to writer knowledge this is a first estimation technique that applied into agile method in eXtreme Programming

    Learning From the Case Studies, How Global Software Development Process is Executed in an Agile Method Environment

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    . The biggest challenge in Global Software Development (GSD) is the efficiency of time to develop. GSD provides a guidance to use the process along with up-front analysis method like unified process or waterfall method. Although, it gives a benefit through comprehensive documentation and its clearness, it gives inhibits the organization which wants use GSD but in a rush. Agile methods claim an efficient and the effective approach to software development. This paper reports on how organizations combine the GSD process with agile methods like eXtreme Programming (XP), Scrum, Agile Unified Process (Agile UP), Feature Driven Development (FDD), and Microsoft Solution Framework Agile (MSF Agile). The paper uses case study to get organization experiences and describe useful practices for the organization that want to implement GSD with an agile method.
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