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61 E-learning system and Educational Technology ABS-112

Development of Case Method-Based Learning Devices in Scouting Courses
Agustin Sastrawan Harahap (a), M. Irfan (b), Khairul Usman (c)

Universitas Negeri Medan, Fakultas Ilmu Keolahragaan (a,b)
Universitas Negeri Medan, Fakultas Ilmu Pendidikan (c)


Abstract

The purpose of this research is to produce a Scouting course design with the case method concept in the PJKR Study Program at the State University of Medan. The development of the learning concept through the use of the case method concept in courses can support the optimization of Key Performance Indicators (KPI) in the concept of Collaborative and Participatory Classroom development. The research method applied is the Research and Development Instructional design (learning design) with the ADDIE approach, which is an extension of analysis, design, development, implementation, and evaluation. The results showed that the Scouting course had a suitability level of 88% in the application of the case method. The conclusion of the study shows that the development of courses is in accordance with the case study method and has conformity with the competence of graduates to become Physical Education Teachers

Keywords: Learning Devices- Case Method- Scouting

Share Link | Plain Format | Corresponding Author (Agustin Sastrawan Harahap)


62 E-learning system and Educational Technology ABS-113

Training Management Model for Implementing Prototype Curriculum in Schools
Rosnelli

Lecturer of Electrical Engineering Education, Universitas Negeri Medan, Medan, Indonesia
*rosnelli[at]unimed.ac.id


Abstract

This study aims to describe the implementation of the training management model for the implementation of the prototype curriculum in schools. The descriptive approach was followed in this study. The research sample consisted of 25 teachers from Baitul Aziz High School Deli Serdang, North Sumatra, Indonesia. Questionnaire of (38) items starting from the stages of preparation, organization, implementation, monitoring and evaluation. The results of the study prove that the implementation of the training management model for the implementation of the prototype curriculum at Baitul Aziz High School is in the middle category, with an average of 2.74. The advantages of the training management model for implementing the prototype curriculum at Baitul Aziz High School are: 1) selection of training strategies, 2) coordinating training materials, 3) presenting material from resource persons, 4) training participant feedback reports are in the high category and 5) increase the knowledge of the trainees. The results of the study recommend: 1) it is necessary to add training materials by considering the local content of the school, 2) the next training strategy has facilitated the local content of the school, 3) it is necessary to increase the time for collecting assignments from the training participants.

Keywords: Prototype Curriculum- Implementation of training management model.

Share Link | Plain Format | Corresponding Author (Rosnelli .)


63 E-learning system and Educational Technology ABS-116

DEVELOPMENT OF TEACHING MATERIALS BASED ON FLIPBOOK MAKER IN FUTSAL COURSES AT FACULTY OF SPORTS SCIENCE (FIK) UNIVERSITY OF MEDAN STATE
Zulpikar Ilham (a*), Miftahul Ihsan (b), Iwan Saputra (c)

UNIVERSITY OF MEDAN STATE


Abstract

The corona virus pandemic experienced by all people in the world affects almost all aspects of life, not least the education aspect. Lecturers and teachers must educate and provide material through various network-based learning applications, the toughest challenge for lecturers who teach practicum is the difficulty of lecturers in monitoring the development of students^ skills and knowledge. An alternative to conducting lectures both online and offline in the era of the Covid-19 pandemic is to take advantage of today^s technological advances.
This research is a development research that aims to improve student learning and training outcomes through mobile learning in the field of sports science, especially in futsal sports courses. Through the use of technology in the form of developing futsal course teaching materials based on the flipbook maker application, in which there are learning videos and learning materials that can be accessed both online and offline through the android application, as a student study space to gain competence both in terms of skills and knowledge, without having to carrying out lectures in the classroom. The use of flipbooks is expected to be able to increase students^ creative thinking power and influence the results of basic futsal game technical training and increase students^ insight into the rules of the futsal game. The method or instrument used in this study used a response questionnaire from experts and a response questionnaire from students majoring in physical education, health and recreation as well as observation sheets in the field. The conclusion from the results of the data analysis of the implementation of the futsal course lectures can be carried out well, with the average result of the implementation of lectures by the futsal course lecturers of 92% and the average results of the implementation of student futsal course activities of 82.25%. The development of flipbook maker-based teaching materials for futsal.

Keywords: Teaching Materials, Flipbook Maker, Futsal

Share Link | Plain Format | Corresponding Author (Zulpikar Ilham)


64 E-learning system and Educational Technology ABS-117

OPTIMIZATION OF BIG DATA-BASED INTERACTIVE WORLD HISTORY BABON APPLICATION FEATURES AS A HYBRID LEARNING MEDIA FOR HISTORY EDUCATION STUDENTS
Abd Haris Nasution, Flores Tanjung, Rosmaida Sinaga

Universitas Negeri Medan


Abstract

In 2021 the author conducted development research which produced a Big Data-based World History Babon Book Application. The World History Babon Book application, which was developed in 2021, even though it has been proven effective, still requires optimization and adjustments to some features. Therefore, this advanced development research is essential to carry out as an effort to perfect/optimize the Big Data-based Babon Book Application so that it has better performance, is more adaptive, more effective, and more efficient in meeting the needs of history education in higher education during the MBKM period. , especially in the implementation of Hybrid Learning at Unimed, especially in the Department of History Education. The objectives of this study include 1) To find out how to optimize the features of the interactive World History Babon book application based on Big Data as a hybrid learning medium for History Education Students in the MBKM Curriculum- 2) To find out how the Effectiveness of the Big Data-based interactive World History Babon book application as a hybrid learning medium that has been optimized for History Education Students at- 3) To produce an interactive World History Babon book application based on Big Data as a hybrid learning media that is more optimal for History Education Students in the MBKM Curriculum. The method used in this research is the research and development method. This interactive World History Babon Book Application Optimization process uses the research and development (R&D) model by Borg and Gall (2003).

Keywords: Babon Book, Application, World History

Share Link | Plain Format | Corresponding Author (Abd. Haris Nasution)


65 E-learning system and Educational Technology ABS-118

DEVELOPMENT OF INDONESIAN HISTORY DIGITAL BOOK APPLICATION BASED ON HOTS LITERACY AS A PORTABLE TEACHING MEDIA IN THE HISTORY EDUCATION DEPARTMENT
Rosmaida Sinaga, Tappil Rambe

Universitas Negeri Medan


Abstract

This research is motivated by the importance of developing applications for Indonesian history e-books for students of history education, which has a limited number. This literature is increasingly needed, especially during the MBKM Curriculum in the R.I 4.0 Era. It is hoped that this product will increase student learning independence in the hybrid learning system in the current pandemic era. This study uses the Research and Development (R&D) method developed by Borg and Gall (2010). Data was collected using a questionnaire, observation, and interviews. The research instrument was tested using content validity. The data analysis technique used quantitative and qualitative descriptive. The literature developed refers to the development stage of Borg and Gall which is grouped into four stages, namely preliminary study, development, field testing, as well as product dissemination, and socialization. Literature that is developed quantitatively and qualitatively is expected to be feasible to apply in history learning, especially Indonesian history.

Keywords: History, Digital Book, Application

Share Link | Plain Format | Corresponding Author (Rosmaida Sinaga)


66 E-learning system and Educational Technology ABS-119

DEVELOPMENT OF INTERACTIVE DIGITAL BIG BOOK HISTORY OF NORTH SUMATRA AS A SOURCE OF LEARNING FOR HISTORY EDUCATION STUDENTS IN THE MBKM CURRICULUM
Flores Tanjung, Abd Haris Nasution

Universitas Negeri Medan


Abstract

The importance of developing an interactive digital ledger of the history of North Sumatra which is open access for students of history majors/study programs as a learning resource is the main background for the implementation of this research. In addition, to respond to government programs, especially in the world of education with the implementation of the Merdeka Learning Campus Independent curriculum, and to answer the challenges of education in the Industrial Revolution Era 4.0. Lecturers and students in their learning, especially the History of North Sumatra course, tend to use printed books whose content is less relevant to Graduate Learning Outcomes and Learning Outcomes Department of History Education Faculty of Social Sciences UNIMED. This condition is due to the existence of printed books that currently contain limited material about the geographical, economic, and socio-cultural conditions of several regions of North Sumatra with a time limit of only the 20th century. Studies on the existence of figures and the development of art by artists, especially composers, especially musicians and composers, such as Liberty Manik with the national anthem Satu Nusa Satu Bangsa, for example, are almost untouched. Therefore, the use of the interactive digital-based History of North Sumatra ledger will greatly facilitate students in exploring learning resources in the form of digital, multimedia such as audio, video, animation, photos, graphics, and so on, especially in the current era of the covid-19 pandemic. In addition, the digital application will give students access to other sources such as historical archives from sites such as the National Library, KITLV, and the Indonesian National Archives, to the acquisition of the latest scientific articles through national and international links available on digital applications. . Therefore, research on the development of an interactive digital ledger of the History of North Sumatra is very important to do. Based on t

Keywords: Big Book, Interactive, Local History

Share Link | Plain Format | Corresponding Author (Flores Tanjung)


67 E-learning system and Educational Technology ABS-120

DEVELOPMENT OF CASE METHODS AND TEAM-BASED PROJECTS IN INDONESIAN HISTORY LESSONS USING WEB-BASED LMS
Tappil Rambe, Ponirin, Syahrul Nizar Saragi

Universitas Negeri Medan


Abstract

This research is motivated by the importance of blended learning that is relevant to technological developments in the field of education and the limitations of features and applications that support PBM activities on the education platform at the high school level. The LMS application or learning media is directed at case-based methods and project bases that will be more student-centered, this is by Kepmendikbud No.3/M/2021 concerning PT KPI, namely IKU No.7. It is hoped that these products can increase learning interactions between students and teachers, reach students in broad scope, facilitate the refinement and storage of learning materials, and students can access learning anywhere and anytime without being limited by space and time to help improve students^ abilities in learning. solve problems/cases in groups on a project-based basis. This study uses the Research and Development (R&D) method developed by Borg and Gall (2003). Data collection was carried out using questionnaires, observations, interviews, and documentation studies. The research instrument was tested using content validity. The data analysis technique used quantitative and qualitative descriptive. The literature developed refers to the development stage which is grouped into several stages, namely preliminary studies or data collection, product development and refinement, field testing, and product dissemination and socialization. Literature that is developed quantitatively and qualitatively is expected to be feasible to be applied in learning Indonesian history in high school.

Keywords: Case Method, Team-Based Project, History

Share Link | Plain Format | Corresponding Author (Tappil Rambe)


68 E-learning system and Educational Technology ABS-123

Student Perspective on User Interface in Team Based Project Application Development
Roni Sinaga, Rizki Ramadhani, Artha Mahindra Diputera

Universitas Negeri Medan


Abstract

The development of learning applications is a form of innovation that needs to be done to improve the effectiveness and efficiency of learning, analysis in determining the initial form of the application is the first step in development research. This study aims to describe the initial design of the user interface of the application that will be used to implement a team based project in a 21st century lecture model. This research was carried out by analyzing the habits of Medan State University students in filling out logbooks in the application. The results obtained are that the application to be developed must be (1) easy to learn- students are easy to remember, remember and use the command button, (2) easy to be skilled- students make few mistakes in using the application, (3) and it is easy to use- when students use different devices the application still runs well

Keywords: Team Based Project, 21st Century Lecture Model, User Interface

Share Link | Plain Format | Corresponding Author (Roni Sinaga)


69 E-learning system and Educational Technology ABS-124

E-MODULE DEVELOPMENT OF AFRICAN HISTORY BASED ON ECOPEDAGOGY AS A DIGITAL LEARNING MEDIA FOR STUDENTS DEPARTMENT OF HISTORY EDUCATION
Ponirin, Arfan Diansyah

Universitas Negeri Medan


Abstract

This research is motivated by the importance of developing Ecopedagogy-Based African History literature as a digital learning medium for History Education Students. This literature is increasingly needed, especially during the MBKM curriculum in the R.I 4.0 Era. It is hoped that this product will increase student learning independence and students^ understanding of nature conservation to prevent humans from natural disasters and pandemics. This study uses the Research and Development (R&D) method developed by Borg and Gall (2010). Data was collected using a questionnaire, observation, and interviews. The research instrument was tested using content validity. The data analysis technique used quantitative and qualitative descriptive. The literature developed refers to the development stage of Borg and Gall which is grouped into four stages, namely preliminary study, development, field testing, as well as product dissemination, and socialization. Literature that is developed quantitatively and qualitatively is expected to be feasible to apply in history learning, especially in African History.

Keywords: E-Module, African History, Ecopedagogy

Share Link | Plain Format | Corresponding Author (Ponirin Ponirin)


70 E-learning system and Educational Technology ABS-127

DEVELOPMENT OF HYPERMEDIA LEARNING BY APPLYING COMPUTER-ASSISTED INSTRUCTION
Harvei Desmon Hutahaean- Lubis (a*), Ali Akbar Lubis (b)

a,b) Informatics and Computer Technology Education Study Program, Faculty of Engineering, Medan State University
*harvei.hutahaean[at]gmail.com


Abstract

Hypermedia is a medium that has a composition of materials that are not sequential. Hypermedia refers to computer software that uses elements of text, graphics, video, and audio that are connected, which can make it easier for users to switch to information. For this reason, Hypermedia will be applied to universities, especially to students as prospective teachers so that before entering the field, it is necessary to have good competence. In addition, the problem of the Covid-19 pandemic has made the world of education, especially in learning, have to adapt to the current situation. Where learning is still carried out online. For this reason, it is necessary to carry out an innovation that supports the running of the learning. This research was conducted to help these problems by developing learning hypermedia by applying Computer Assisted Instruction (CAI) which is suitable for use in learning. In achieving the objectives of this study, several stages of research were carried out by applying the waterfall concept, starting from the stage of defining/analyzing problems, the stage of system development, the testing stage, the integration stage and the Operation stage. With the running of this research, it is expected to produce products that can be used, publication of research results in international journals and intellectual property which can be in the form of patents or copyrights of products.

Keywords: Hypermedia- Computer Assisted Instruction- Learning- Digital Image Processing

Share Link | Plain Format | Corresponding Author (Harvei Desmon Hutahaean)


71 E-learning system and Educational Technology ABS-129

Development of the Digital Flipped Classroom Module and Case Method in the Community Education Capita Selecta Course
Mahfuzi Irwan, Rosdiana, Elizon Nainggolan

Community Education, Universitas Negeri Medan


Abstract

This research is motivated by the low motivation and learning outcomes of students in the community education capita selecta course in the flipped classroom online learning model. This study aims to (1) develop a flipped classroom module for the capita-selecta community education subject based on the case method. (2) determine the feasibility of the flipped classroom module based on the case method in the community education capita selecta course. The development procedure in this study uses the ADDIE design (analysis, design, development, implementation, evaluation). Product validation was carried out by two expert lecturers of Community Education and two lecturers of information technology experts. The subjects in this study were second semester public education students. Collecting data in the study through observation, questionnaires, and written tests. Data analysis in this study used quantitative descriptive.

Keywords: Case Method, Clasroom, Digital, Flipped Modul

Share Link | Plain Format | Corresponding Author (Mahfuzi Irwan)


72 E-learning system and Educational Technology ABS-134

AUGMENTED REALITY ON SPECIAL RAYS OF LENS- DESIGN AND VALIDITY
Rajo Hasim Lubis, Irfandi, Budiman Nasution

Universitas Negeri Medan


Abstract

One of the efforts in changing the education system for the better is the application of learning media that supports the era of RI 4.0. Physics subjects have an important role in facing the Industrial Revolution 4.0, namely providing opportunities for students to explore knowledge through technology that suits their needs, one of the sources of technology that can be used by students is Augmented Reality (AR) technology. The purpose of the study was to design and test the validity of AR which was applied to the special rays of the lens material. The resulting product is named special rays of the lens-based Augmented Reality (SILAR). The development model used in this research is a 4-D development model (four-D Model) with the stages of Define, Design, Development, and Dissemination. The data collection technique used in this study was an assessment instrument with a questionnaire. There are 4 questionnaire assessment instruments, namely material validation questionnaires whose results are in the good category (89%), media validation questionnaires with an average of 90% (good), question validation questionnaires in the good category (89.5%).

Keywords: Augmented Reality, Special Rays of the Lens

Share Link | Plain Format | Corresponding Author (Rajo Hasim Lubis)


73 E-learning system and Educational Technology ABS-140

CASE METHOD: ANALYSIS OF UNDERSTANDING ABILITY STUDENT MATHEMATICS
Tiur Malasari Siregar1, Dian Armanto2, Suci Frisnoiry3

1 Mathematic Education, Universitas Negeri Medan, Indonesia 2 Mathematic Education, Universitas Negeri Medan, Indonesia 3 Mathematic Education, Universitas Negeri Medan, Indonesia


Abstract

Mathematics learning activities do not only have to be proficient in memorizing formulas or counting numbers, but basic mathematical abilities must be possessed in solving math problems, one of which is the ability to understand mathematical concepts as stated in the indicators for understanding mathematical concepts as follows: 1) restating a concept, 2) classifying objects according to certain properties according to the concept, 3) giving examples and not examples of a concept, 4) presenting concepts in various forms of mathematical representation, 5) developing necessary or sufficient conditions of a concept, 6) using , utilize and select certain procedures or operations, 7) apply concepts or algorithms to problem solving. The purpose of the study was to analyze students^ mathematical understanding and reasoning abilities in Case Method learning. This research is a qualitative research using descriptive method through literature study with 15 journals and articles from 2018-2022 with the theme of analyzing mathematical understanding in Case Method learning. Case Methods for teaching and learning are often classified with approaches such as Project-Based Learning and Problem-Based Learning in other words Learner-centered approaches and learners learn through collaboration and collaboration with friends and colleagues, and through observation and reflection.

Keywords: Case, Method, Ability, Understanding, Mathematical

Share Link | Plain Format | Corresponding Author (Tiur Malasari Siregar)


74 E-learning system and Educational Technology ABS-145

IMPROVING LEARNING OUTCOMES ON COROSION AND COATING TECHNIQUES SUBJECT THROUGH APPLICATION OF BLENDED LEARNING MODULE BASED ON MECHANICAL ENGINEERING EDUCATION STUDENTS OF ENGINEERING FACULTY UNIVERSITAS NEGERI MEDAN
Saut Purba, Binsar Maruli Tua Pakpahan, Ferry Indra Sakti H Sinaga

UNIMED


Abstract

This research aims to improve learning outcomes on corosion and coating techniques subject through aplication of blended learning module based. Subject of this research were 31 students of mechanical engineering-Faculty of Engineering-Universitas Negeri Medan. Result of this research described as below:
Pre-cycle stage
Learning outcomes from 31 students, grade B = 3 students (9,68%), grade C = 25 students (80,64%), Failed (grade E) = 3 students (9,68%)-
The average of students assessment for the lecturer^s teaching activities before the module were implemented (x &#773-) = 2.26-
The average of observer^s assessment of students activities before the module were implemented (x &#773-) = 2,20.

Cycle 1
The average of students^ assessment of the module appearance (x &#773-) = 3,36-
The average of students^ assessment of implementation of the module (x &#773-) = 3,31-
The average of students^ assessment of lecturer^s teaching activities =(x &#773-) = 3,62-
The average of students^ assessment of students in class activities (x &#773-) = 3,38-
Learning outcomes of 31 students, grade A = 13 students (41,94%), grade B = 17 students (54,84%), Failed (grade E) = 1 student (3,22%).

Based on this research, it is concluded that the implementation of module of corrosion and coating technique through blended learning model is improving learning outcome of corosion and coating techniques subject.

Keywords: blended learning, learning outcome module, corrosion and coating technique

Share Link | Plain Format | Corresponding Author (Ferry Indra Sakti H Sinaga)


75 E-learning system and Educational Technology ABS-147

Creating Interactive E-Book Based on Project with Tutorial Video
Widia Ningsih (a*), Widya Arwita (a), Aristo Hardinata (a), Edi Purwanto (b)

a) Universitas Negeri Medan
*widianingsih89[at]unimed.ac.id
b) STAI Alhikmah Tanjung Balai


Abstract

With rapid technological advances, the development of media and teaching materials needs to be integrated with the development of tablet computer technology. E-book applications have brought the use of e-books as a learning tool. To produce the expected product, the development procedure used is the 4-D development model (four-D Model) with the stages of Define, Design, Development, and Dissemination. The product was developed using the Flip PDF Corporate application, where each page can be flipped (back and forth) like a real book. This e-book also contains information on learning media with text, images, video tutorials, and student worksheets. Some of the advantages of this application can be accessed offline wherever and whenever students can study independently via computer or handphone. The results showed the results of the interactive e-book design that had been developed in the learning media course using an innovative project and tutorial video that are feasible to be implemented in learning process.

Keywords: Interactive E-book, Project, Tutorial Video

Share Link | Plain Format | Corresponding Author (Widia Ningsih)


76 E-learning system and Educational Technology ABS-157

Design and Fabrication of Smart Relay Trainer Kit for Electric Motor Control Learning
Muhammad Aulia Rahman Sembiring, Yatty Destani Sandy, Denny Haryanto Sinaga

Universitas Negeri Medan


Abstract

A small number of PLC trainers for electric motors are used by the Department of Electrical Engineering Education at the Universitas Negeri Medan. A smart relay, a device resembling a PLC, must be added. This study prioritizes trainers as a learning medium and attempts to construct a smart relay-based electric motor operation trainer. Research and development is the research methodology used. Based on this methodology, a smart relay trainer is planned and constructed, after which it is handed to students for use as a learning kit. Through the distribution of questionnaires to students, this study put the smart relay trainer to the test. The results of the content expert validation test and media experts percentages are received 80% and 98% including very good qualifications. According to the research, the Smart Relay-Based Trainer kit learning materials are appropriate for use in the electric motor learning process.

Keywords: Trainer Module, Electric Motor, Smart Relay

Share Link | Plain Format | Corresponding Author (Muhammad Aulia Rahman Sembiring)


77 E-learning system and Educational Technology ABS-159

Development of Learning Videos on Team Based Project Assignments
Ellys Siregar, Tauada Silalahi, Khairani Alawiyah Matondang

Universitas Negeri Medan


Abstract

The implementation of team-based projects as tasks needs to be supported by the existence of learning videos, this can help students acquire 21st century skills through the implementation of these tasks. The purpose of this study was to develop a team-based project-based learning video in a digital-based learning strategy course. This research was carried out by applying the development method by borg and gall, this research was carried out through (1) preliminary studies, (2) product development, and (3) product validation. The results of this study are the compilation of learning videos in digital-based learning strategy courses with materials- (1) basic functions of the power point button, (2) beautifying the presentation display, (3) making videos via power point, (4) basic functions of the open broadcaster software button, (5) making videos with open broadcaster software.

Keywords: Learning Video, Team Based Project, learning strategy, 21st Century Skills.

Share Link | Plain Format | Corresponding Author (Ellys Siregar)


78 E-learning system and Educational Technology ABS-178

Art Learning Using Professional M.I.T App Inventor in Team Based Project Prototype Curriculum
Putra Afriadi, Naeklan Simbolon, Fahrur Rozi

Universitas Negeri Medan


Abstract

This development research aims to design and compile Art Learning Media Using Professional M.I.T App Inventors in Team Based Project-Based Prototype Curriculum for PGSD FIP UNIMED students. The use of the application is certainly an alternative to fulfill the artistic competence of students as prospective teachers. The context of students who come from cultural diversity is the rationale for researchers to create teaching materials that can cover various arts and cultures in Indonesia. The resulting product has gone through the stages of testing the validity, implementation, and effectiveness. With the tests carried out, the resulting product is valid (feasible in content and appearance), implementative (easy to use by lecturers and students), and effective (can improve the process and student learning outcomes). The development model used is a 4D model which emphasizes the need for learning outcomes. In the define stage, needs analysis, concept analysis, subject learning achievement analysis, usage analysis, and analysis of cultural diversity are carried out. The development stage is carried out with 3 main activities, namely: validity test, implementation test, and effectiveness test. Then, at the final stage, the product is disseminated on a wider scale.

Keywords: Media Development, Art, MIT App Inventor, Prototype, Team Based Project

Share Link | Plain Format | Corresponding Author (Putra Afriadi)


79 E-learning system and Educational Technology ABS-180

Development of Interactive Learning Multimedia Based on Adobe Flash in the Electric Motor Setup Course
Panahatan (a), Muhammad Isnaini (a*), Muhammad Dani Solihin (a)

(a) Faculty of Engineering, Universitas Negeri Medan
*misnaini[at]unimed.ac.id


Abstract

This study aims to develop interactive learning multimedia in the course of using and regulating electric motors. This research uses the ADDIE development model which consists of 5 main stages, namely: (1) Analysis, (2) Design, (3) Development and (4) Implementation, and (5) Evaluation. Based on the overall results of material expert validation obtained an average of 4.73, the validation results of interactive learning multimedia products from the material experts were categorized as very good. The overall results of media expert validation obtained an average of 4.75, so the validation results of interactive learning multimedia products from these media experts were categorized as very good.

Keywords: Multimedia Learning, electric motor

Share Link | Plain Format | Corresponding Author (Muhammad Isnaini)


80 E-learning system and Educational Technology ABS-185

Lectora Inspire Media in Reception Ecrite Elementaire Teaching
Evi Eviyanti, Rabiah Adawi, Ria Fuji Destiara

Departement of french language education Universitas Negeri Medan, at Willliam Iskandar Pasar V Medan Estate


Abstract

The development of internet technology has provided benefits in the world of education, namely as a means of learning. Technology in learning is called e-learning. Technological developments have been proven to affect learning media that can be used in schools and campuses. The positive impact of technology with various developed media can help increase students understanding and ability in achieving the basic competencies that must be achieved. The development of technology that continues to be utilized produces effective and efficient ICT-based learning media. One of them is the lectora inspire application. Lectora inspire can be used in online or offline learning that is made quickly and easily. Teaching materials are designed as attractive as possible with lectora inspire media, can display videos, and animated images following the teaching material and lecturers can make evaluations in it. Therefore, this media can be used in teaching the reception ecrite elementaire course

Keywords: learning media, lectora inspire, reception ecrite elementaire

Share Link | Plain Format | Corresponding Author (Evi Eviyanti)


81 E-learning system and Educational Technology ABS-186

Nearpod Media for Development of Teaching Materials Production Ecrite Debutante
Rabiah Adawi,Evi Eviyanti

UNIMED


Abstract

Nearpod media to improve the writing skills of students of the French Education Study Program. The target of this research is the easy and fun Nearpod interactive learning media that can improve the writing skills of UNIMED French Education Study Program students. Nearpod is one of the learning space platforms that presents student interactions with lecturers that are quite different. Meetings in virtual rooms, where teachers can create presentations containing images, text, videos, and even quizzes to play together. The resulting products can be in the form of web and applications that can be operated offline. This development research uses the ADDIE development model.

Keywords: Nearpod media, development of teaching materials, production ecrite debutante

Share Link | Plain Format | Corresponding Author (Rabiah Adawi)


82 E-learning system and Educational Technology ABS-187

The Development of Self-Regulated Learning Media for the Students of Antropology Educations Department
Daud, Bakhrul Khair Amal

Universitas Negeri Medan
daud[at]unimed.ac.id


Abstract

This research aimed to students^ knowledge about the local ethnic culture that has not been maximized. In a greater context, the local ethnic is increasingly marginalized because of the younger generation, including students, prefer foreign cultures. Therefore, it is necessary to develop a website - based self-regulated learning as a solution. The objective of research is to find out the development and feasibility of the developed self-regulated learning media. The research was conducted at the Antropology Education^s Department, Faculty of Social Sciences, Universitas Negeri Medan. The techniques for data analysis were quantitative data by using R&D (Research and Development) method, simply known as ADDIE method. The result of this research showed that there was a significant development by using a self-regulated learning media especially on cultural topics. It was showed by the material experts was 93,7%, media experts was 92,3% and operational test respondents^ responses was 91,5%. While, the results for the percentage of respondents^ responses to the limited field test was 89,75% with significantly developed.

Keywords: self-regulated learning, learning media, cultural knowledge

Share Link | Plain Format | Corresponding Author (Daud Daud)


83 E-learning system and Educational Technology ABS-189

DEVELOPMENT OF WEB-BASED PRACTICUM E-MODULES USING THE TEAM BASED PROJECT LEARNING MODEL IN ENGLISH SUBJECT TO SUPPORT HYBRID LEARNING IN PGSD DEPARTMENT OF STATE UNIVERSITY OF MEDAN
(a) Eva Betty Simanjuntak, (b) Putra Afriadi, (c) Rafael Lisinus Ginting, (d)Albert Pauli Sirait

Faculty Of Science Education. State University of Medan


Abstract

This study aims to develop a WEB-based Practicum E-Module using the Team Based Project learning model. The research method that will be used is Research and Development (R&D) using the ADDIE model with the stages- 1) Team-based project-based module development stage, 2) Practicum E-module development stage. The researcher asked for input from media experts to provide input on the E-module from the point of view of the nature of the ICT learning media. Media experts gave a very good rating for all items with a total of 82.50 with an average score of 4.10 so it was concluded that the Practicum E-module was very feasible to use. The results of calculations for all items in the assessment of material experts, namely as many as 20 assessment items, obtained a total of 86 with an average value of 4.30. Based on the total and average scores, it can be concluded that the material contained in the Web-based Practicum E-module for students majoring in PGSD Unimed is suitable for use in learning English with the Hybrid Learning model. After implementing the implementation of using a web-based practicum E-module using the Projects Based Learning learning model, students were asked to fill out an interest questionnaire with the aim of obtaining student opinions. The results of the calculation of the response questionnaires for all students obtained a percentage of 87.15% on aspects of feeling happy, 86.57% on aspects of student interest in the use of the E-module practicum, 85.85% on aspects of attention, and 88.24% on aspects of student involvement. Looking at the four aspects, it shows a very positive student response, so it can be seen that students^ interest in learning English through Practicum E-modules in English courses at the Unimed PGSD Department is very high.

Keywords: WEB-BASED PRACTICUM, E-Modul, Team Based Project

Share Link | Plain Format | Corresponding Author (Eva Betty Simanjuntak)


84 E-learning system and Educational Technology ABS-192

Digitizing the Android-based Ecology Course Practicum Guide
A. H. Daulae (a*), B. Manurung (b), and Prastowo (c)

Department of Biology, Faculty of Mathematics and Natural Sciences, Universitas Negeri Medan, Jl. Willem Iskandar Pasar V Medan Estate, Medan, 20221, Indonesia
* abdulhakimdaulae[at]gmail.com


Abstract

Digitizing the Android-based Ecology Course Practicum Guide, especially Aquatic Ecology, is a development research innovation that aims to provide learning resource materials for Biology students majoring in Educational and Non-Educational Study Programs at the Faculty of Mathematics and Natural Sciences, Medan State University, on a digital basis, building students^ scientific competencies and skills according to the Ecology course material. compiled digitally to easily solve problems in the field. This research is a research and development (Research and Development) with a 4 D model, with the stages of Define, Design, Development and Disseminate which are modified as needed. The test subjects consisted of 3 material expert validation, 3 teaching materials expert validation, 3 design expert validation and 30 students^ responses from Biology Department, FMIPA UNIMED. The research instrument used a validation sheet and a questionnaire. Qualitative data analysis with the stages of data collection, data reduction, data presentation and drawing conclusions. The outputs targeted in this research will be able to produce books that have an ISBN already in the Draft stage, Scopus indexed international journals in the Draft stage, produce IR and PATEN in the Draft stage so that it will increase the ranking of the superior Medan State University (UNIMED). The resulting innovations will enrich educational and learning technology within the University. This research will also be very useful for the wider community such as Marine and Water agencies, other students such as the Faculty of Fisheries and Marine Affairs, high school and junior high school students because there are science lessons related to water.

Keywords: digitalization, practice guide, ecology, android.

Share Link | Plain Format | Corresponding Author (Abdul Hakim Daulae)


85 E-learning system and Educational Technology ABS-193

MICROLEARNING MODEL DEVELOPMENT AT HIGH CLASS STATE ELEMENTARY SCHOOL 106813 AMPLAS
Aman Simaremare(a*),Yasarotodo Wau(b*),Trisnawati Hutagalung(c*),Husna Parluhutan Tambunan(d*)

a) Fakultas Ilmu Pendidikan, Universitas Negeri Medan
Jalan Willem Iskandar Pasar V Medan Estate


Abstract

This research is motivated by the needs of students during the current Covid-19 pandemic. Conditions that force students and teachers to be far apart in carrying out learning. Offline and online learning are very different and their needs are also different. The needs of students are focused on interesting learning. One of the things that teachers can do is develop teaching materials to a more recent form such as using the microlearning model. The objectives of this study are (1) to describe the process of developing a microlearning model in high grade SDN 106813 Amplas- (2) to describe the feasibility of the microlearning model in high grade SDN 106813 Amplas- (3) to describe the effectiveness of developing a microlearning model in high grade SDN 106813 Amplas. This study uses the Research and Development (R&D) method. Where in it there are 7 research procedures, namely needs analysis, identification of resources, identification of product specifications, product development, validation, product testing, and product.

Keywords: Model, Microlearning, Teaching Materials

Share Link | Plain Format | Corresponding Author (Aman Simaremare)


86 E-learning system and Educational Technology ABS-194

DEVELOPMENT OF 3D DYNAMITE BOX VIDEO MEDIA GLOBAL PERSPECTIVE COURSES BASED ON CASE METHOD IN PRIMARY SCHOOL TEACHER EDUCATION STUDY PROGRAMS
Husna Parluhutan Tambunan(a*),Yusra Nasution(b*),Rahmilawati Ritonga(c*)

Fakultas Ilmu Pendidikan, Universitas Negeri Medan
Jalan Willwm Iskandar Pasar V Medan Estate


Abstract

This research is motivated by student lecture activities during the current Covid-19 pandemic. Conditions that force lecturers and students to be far apart in carrying out learning. Offline and online learning are very different and their needs are also different. Student needs are focused on interesting learning. One of the things that can be done by lecturers is the development of learning media to a more recent form, such as using 3D Dynamite box videos. The purpose of this study (1). To describe the process of developing 3d dynamite box video media for the case method-based global perspective course in the PGSD study program, (2). To describe the feasibility of 3d dynamite box video media for the case method-based global perspective course in the PGSD study program, (3). To describe the effectiveness of developing the feasibility of 3d dynamite box video media for the case method-based global perspective course in the PGSD study program, (4). To produce teaching materials for global perspective courses based on the case method in the PGSD study program. This study uses the Research and Development (R&D) method. where in it is ). The steps taken in this research are (1) collecting information (literature study, field survey, needs analysis, curriculum analysis), (2) product planning (making flowcharts, storyboards, material scripts, evaluation questions, and collecting pictures, sounds, and music), (3) product development, (4) product validation (material experts, media experts, peer reviewers, and chemistry educators), and (5) product evaluation (individual trials, limited trials, field trials). The academic performance of the students being discussed in this study is limited to learning motivation and student cognitive learning outcomes. The outputs of this research are scientific publication articles, intellectual property rights, copyrights, and teaching materials. In the design phase, expert validation is carried out.

Keywords: 3D Dynamite Box Media, Global Perspective Course, Case Method

Share Link | Plain Format | Corresponding Author (Husna Parluhutan Tambunan)


87 E-learning system and Educational Technology ABS-196

DIGITAL TRANSFORMATIONAL IN COURSE FOR THE DEVELOPMENT OF CHILDREN WITH SPECIAL NEEDS BASED ON THE CASE METHOD TO INCREASE THE HIGHER ORDERED THINKING SKILLS OF STUDENTS OF GUIDANCE AND COUNSELING STUDY PROGRAM
Rafael Lisinus Ginting (a)*, Elizon Nainggolan (b), Ishaq Matondang (b)

Faculty of Education, Medan State University


Abstract

This study aims to digitize learning tools for the Guidance of Children with Special Needs courses in the Guidance and Counseling study program, digitize the lecture process for the Guidance of Children with Special Needs courses at the Guidance and Counseling study program, transform the courses for the Development of Children with Special Needs digitally in the Guidance and Counseling study program and test the effectiveness of digital transformation of the Guidance for Children with Special Needs courses in increasing the HOTS of Guidance and Counseling study program students
The digital transformation of the case method-based Fostering Children with Special Needs course is carried out using the R&D method. The development model used in this study is a 3D model: the definition stage (Define), the design stage (Design), the development stage (Develop) which is carried out in the Guidance and Counseling study program. In realizing the digital transformation of the Fostering Children with Special Needs course, several experts are involved, including learning design experts, IT experts and material experts.
The results of this study are expected to be the beginning of positive developments for the use of IT in learning. This research is also expected to be input for lecturers who want to transform their lectures digitally so that digital transformation will appear in other courses at Medan State University.

Keywords: Digitization- Digitization- Digital Transformation- The Child With Special Needs

Share Link | Plain Format | Corresponding Author (Rafael Lisinus Ginting)


88 E-learning system and Educational Technology ABS-202

Needs Assessment of Alternative Learning Management Systems in Online Learning with Massive Users
Satria Mihardi (a*), Derlina (a), Alkhafi Maas Siregar (a), Abd Hakim S (a)

a) Faculty of Mathematics and natural Sciences, Universitas Negeri Medan, Indonesia
*mihardi[at]unimed.ac.id


Abstract

Learning Management System (LMS) is a software that is used for Administration, Documentation, and Reporting of activity, both teaching and learning activities or other activities carried out online. LMS is a tool for the success of learning. This web/online-based learning is supported by lots of software that can be applied in teaching and learning activities. This application can make students and lecturers interact well. The effectiveness of the alternative LMS is assessed by how capable the LMS can be used as a tool in reducing the obstacles that occur in the LMS system that is commonly used. This research aims to see how effectively alternative LMS is used in learning. The method of analysis uses descriptive statistics on a questionnaire of needs and responses from users to the difficulties experienced by the commonly used basic learning LMS. The results of the research show that an alternative LMS is needed to overcome the problem of user density when the exam is carried out simultaneously. In addition, it is needed as an alternative task collection that can contain a larger storage capacity.

Keywords: Learning- Management- Systems- Effectiveness

Share Link | Plain Format | Corresponding Author (Satria Mihardi)


89 E-learning system and Educational Technology ABS-206

General Chemistry Learning Media Development Using the Web Based Learning Model
Freddy Tua Musa Panggabean- Pasar Maulim Silitonga- Marudut Sinaga

UNIMED


Abstract

The learning process is basically a communication process that involves delivering messages (material) from the instructor (teacher or lecturer) to the recipient (students), and in the process of delivering the message, a media is needed so that the message can be well received. Media is an important component in a communication process, including in the learning process. The use of innovative and constructive learning media in reconstructing students^ knowledge, abilities and creativity is something that a lecturer needs to consider. Therefore, a lecturer needs to plan innovative and creative strategies, teaching materials and learning media by utilizing technology-based learning. One of the media that can be applied in the learning process is learning media using web based learning. The objectives of this research and development are, among others: (1) to describe the feasibility (validity) and effectiveness of learning media using a web based learning model developed in general chemistry learning- (2) To describe the improvement of student learning outcomes in general chemistry learning through learning media using the resulting web-based learning model. The development model used refers to the ADDIE development model. The procedure is carried out through several stages, including: (1) Analysis, namely conducting analysis to collect information related to student needs and reviewing literature related to the product being developed- (2) Design, is the stage that is carried out to identify the objectives and make the design of General Chemistry learning media using a web based learning model that will be developed- (3) Development, is the stage to realize the design into a product that is ready to be implemented- (4) Implementation, namely implementing the developed product, namely General Chemistry learning media using a web based learning model- and (5) Evaluation, namely evaluating by analyzing the effectiveness of General Chemistry learning media using a web b

Keywords: Learning Media, General Chemistry, Web Based Learning

Share Link | Plain Format | Corresponding Author (Freddy Tua Musa Panggabean)


90 E-learning system and Educational Technology ABS-207

General Chemistry-Based Learning E-Learning Computer Based Test
Jamalum Purba- Harvei Desmon Hutahaean- Freddy Tua Musa Panggabean

UNIMED


Abstract

The 21st century is also called the century of industrial revolution 4.0, which is the century of rapid development of science and technology that requires students to be able to adapt and follow these developments. 21st century learning is required to be technology-based to balance the demands of the millennial era with the aim that later students will get used to 21st century life skills. Looking at the existing phenomena related to the development of 21st century modernization and globalization, the rapid development of information and technology and the ongoing Covid-19 pandemic. requires students to continue to study from home using the internet network, it is necessary to develop e-learning on Computer Based Test-based General Chemistry learning which is expected to support the implementation of an effective and efficient learning process. The development of e-learning based on Computer Based Test is expected to facilitate lecturers and students in the learning process of general chemistry well and is expected to assist lecturers in conducting diagnostic tests and in making academic policies for students. The objectives of this research and development are, among others: (1) To describe the feasibility (validity), practicality and effectiveness of computer-based test-based e-learning developed for General Chemistry learning- (2) To describe the improvement of student learning outcomes in general chemistry learning by using e-learning based on the resulting computer-based test. The development model used refers to the ADDIE development model. The procedure is carried out through several stages, including: (1) Analysis, namely conducting an analysis to collect information related to student needs and reviewing literature related to the product being developed- (2) Design, is a stage that is carried out to identify goals and create an e-learning design for Computer Based Test-based General Chemistry learning that will be developed- (3) Development, is the stage t

Keywords: E-Learning, General Chemistry, Computer Based Test

Share Link | Plain Format | Corresponding Author (Jamalum Purba)


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